_ADSK_LicServers
.motor (normalized motion) files
.xsi_n.n (Linux environment script), editing environment variables
2-point constraints
2D and 3D chains
2D motion blur
2D paint
also raster paint, vector paint
background color
brush cursor
brush offset
brush properties
brush strokes, painting
brushes
channel mask
clearing images
cloning
color shape properties, editing
color shapes
color shapes with blurred edges
color shapes with drop shadows
colors, choosing
ellipse tool
elliptical marquee
flood fill properties
flood fill tool
foreground color
freehand accuracy
freehand tool
lasso accuracy
lasso tool
line tool
magic wand properties
mark out shapes tool
marquee, hiding
mask, channel
merging
operators
paint brush tool, using
paint mask
paint menu
paint selection mask
raster
rectangle tool
rectangular marquee tool
shape properties, setting
shapes, animating
shapes, deleting
shapes, editing
shapes, editing points of
shapes, muting
shapes, selecting
shapes, transforming
stencil shapes
stencil tools
stroke shape properties
tool properties, setting
views
workflow
2D Tracking
about
destabilize
errors, managing
match move
motion paths, creating
output rectangle
rendering options
search area
search area, repositioning
stabilize
template
template offset
template, repositioning
track point
track point, offsetting
trackers, about
trackers, activating
trackers, positioning
3-point constraints
3D motion blur
3D views
Camera view
centering selected elements
framing objects in
geometry views
navigating in
navigation tools
panning
Realtime Shaders display mode
rendering display to file
resetting views in
Spotlight view
tracking in
user
XYZ buttons
zooming
3ds Max
interoperability with Softimage
A
acceleration
computing for an object
quickstretch
acceleration limits on rigid bodies
access keys
Acclaim (ASF and AMC) files
action clip effects
about
adding animation to action clips
creating
creating effect variables
custom parameters in effect variables
cycles in (cid)
deleting
expression
math operators and functions in expression
nested
offset effect
timewarps
variables in expressions
action clips
activating items in [1], [2]
adding animation to (clip effects)
adding markers
adding to tracks
additive mixing
aligning sequences
averaged mixing
baking into new sources
bouncing
bridge transition
clip effect expression
clip effects
compound clips
copying
creating
creating new clips from selected objects
cycling
display information
editing data
equalizing (frequencies)
extrapolation
filling the gaps between
finding cycles of animation
freezing into sources
ghosting for overlapped clips
holding frames
infinite time value
layering
linking together with relations
locking
matching
merging static poses into sources
merging to create source
mixing weights
mixing with fcurves on object
modifying values
moving
muting [1], [2]
namespace
offset effect
Offset Map
offsetting values
pose offset
removing
scaling
selecting clips that drive elements [1], [2]
selecting driving objects
selecting objects driven by [1], [2]
sequences and transitions
sources and
splitting
splitting clips based on objects
thumbnail images on
timewarps
timewarps for cycled and bounced clips
transitions between
trimming (cropping)
value-mapping templates for modifying values
weighting
action sources
activating and deactivating items in
adding keys to
applying animation from
baking from action clips
changing paths in scene TOC
clips and
copying between models
copying compound between models
creating
deleting
duplicating [1], [2]
exporting
expressions
external sources in files
freezing from action clips
importing files
loading for CrowdFX actor
loading into ICE tree
loading presets
merging clips to create
modifying animation data
modifying constraints in
modifying expressions in
modifying function curves in
modifying in/out points
muting animation in
namespace
original animation in
pasting
plotting animation to
removing item from
renaming
restoring animation
returning fcurves to object
saving in .xsi or .eani files
saving presets
sharing between models
sharing between objects
skeleton poses [1], [2], [3]
static poses (current values)
storing
storing animation layers
viewing
viewing in fcurve editor
actions
animation icon state
corresponding time in animation editor
creating
namespace
sources and clips
storing animation in
storing function curves and expressions in sources
with other animation
workflow overview
active cameras
active viewport
preview render with
actors
loading for CrowdFX
actual shape collision geometry for rigid bodies
Add (Bound) (mixer shader)
Add (mixer shader)
Add Compensate (Blend) (mixer shader)
Add Forces compound
add manipulation mode
rotating objects
additive
animation mixing
mixing for shapes
adjacent components, selecting
polygon meshes
ADSKFLEX_LICENSE_FILE
advecting (Lagoa)
meshes
particles
age
modifying ICE particle values by
age limit
ICE particles
age percentage
modifying ICE particle values by
AI files, importing
AIFC files (Audio Interchange Format Compressed) files [1], [2]
AIFF files (Audio Interchange File Format) files [1], [2]
air friction drag
albedo map
see Ultimapper
transferring
Ultimapper, activating in
albedo maps
see RenderMap
aliasing
controlling (antialiasing)
filtering
jitter
motion blur and
sampling
Align on Velocity compound
Align Particle to Camera compound
Align Particle to Position compound
Align Particles to Surface compound
aligning
action clips in sequence
geometric components
objects
alpha channels
bump maps and
creating a displacement map with
displaying in FX Viewer
displaying in render region
premultiplying with RGB
splitting from RGB channels
Alt key on Linux
ambience
and toon shading
local ambience property
scene ambience property
ambient channel
ambient illumination
about
ambient lights
ambient occlusion
about
ambient occlusion shader, connecting
bright color
caching
dark color
enabling
environment sampling
global options, setting
output mode
rays
render pass
samples
sampling distance
shader options, setting
spread
ambient occlusion map
and caching results [1], [2]
generating with RenderMap
generating with Ultimapper
transferring with Ultimapper
AMC (Acclaim Motion Capture) files
anchor (zero) keys in animation layer
angular motion
Animate toolbar
animated randomize\ \ shape jitter deformation
animated texture \ sequence texture
animating
pivot pose
animation
and actions
baking into one source
capturing in viewport (flipbook)
capturing information with devices
commands for
copying and pasting
creating curves from [1], [2]
cycles of function curves
duplication objects from
editing function curves in fcurve editor
editing in dopesheet
frequencies
high-level
layers of
levels of in Softimage
local and global transforms
locking
low-level
modifying original in action sources
muting
offsetting
on paths
order of operations
overview
playback range in timeline
playing
plotting
previewing in flipbook
removing
restoring from action sources
retiming fcurves
reversing [1], [2]
scaling
sequence, viewing with si3d_flipbook standalone
shape
sharing between scenes [1], [2]
storing in actions
timing
topology operators
transformations
visual cues
animation construction region
animation cues
animation curves
see function curves
animation editor
about
displaying action sources
displaying other editors
dopesheet in
explorer in
expressions in
fcurve editor in
function curves in
playback cursor
scripted operators in
timeline
animation evaluation cycles
animation icon
about
actions
in property editor
animation layers
about
animation mixer and
base layer
collapsing layers into base layer
copying fcurves
creating
deleting
duplicating
editing layer fcurves
editing layer keys
ghosting animation in
importing and exporting
keying rotations in
muting
removing animation from
renaming
retiming animation in
setting keys in
setting zero (anchor) keys in
soloing
storing in an action source
weighting layer clip in mixer
workflow
Animation menu in Animation panel
animation mixer
about
action clips in
adding clips to a track
adding shape clips to tracks
adding tracks
additive or normalized weight mixing
animation layer clips in
audio clips in
bridge transition
cache clips
Cardinal transition
changing clip color
changing track order
clip timing
clips
compound clips
copying clips
copying information between scenes
corresponding time in animation editor
crossfading between clips
custom folders
displaying
exporting
extrapolating
file input operators in
for character animation
frame range
framing clips in
ghosting overlapping clips
image clips in
importing
loading cache files into
locking clips
markers on clips
matching range to timeline
mixing clips
mixing constraints in
models and
muting and soloing tracks
muting clips
opening for model
panning in
playing clips
pose-to-pose workflow
preferences
reconnecting after importing
removing clips from tracks
removing tracks
renaming clips
rippling clips
rotation mixing, Euler and Quaternion
scaling clips
selecting clips
selecting tracks
selection tools
shape animation in
shape clips in
splitting clips
standard transition
timewarps
timewarps for cycled and bounced clips
tracks
transitions between clips
trimming clips
updating
view options
zooming
Animation panel
animation pivot
animation trails
anisotropic shading model
annotating objects
annotation objects
antialiasing
and motion blur
and toon ink lines
diagnostic rendering mode
for hair
tips & tricks
also aliasing
application data paths
installation (factory) [1], [2]
user [1], [2]
workgroup [1], [2]
Apply Slice Between Two Vertices
Apply Thickness
applying
animation from action source
shape keys
approximate envelope deformations [1], [2]
approximation
geometry [1], [2], [3]
arc rotation
archives
area lights
3D manipulators
about
soft shadows with [1], [2]
switching on and off
toggling off
transforming
arguments (in scripting)
specifying while creating custom commands
articulated c|hains
chains
ASF (Acclaim Skeleton) files
assemblies
assembling surface meshes
asset description language
associate light
attenuating hair length
attenuation for light
attraction force
ICE particles to a null
ICE particles to a point in space
ICE particles to an object
ICE particles to each other
attractors
force for simulation (magnet)
Attribute Color shader
using particle color in render tree
attribute shaders (ICE)
attributes
displaying attribute values
getting and setting ICE particle
transferring and merging
audio
capturing with animation
deleting sources and clips
displaying waveform on clip
enabling in preferences
frame rate
importing for lip sync animation
in animation mixer
looping
muting
output monitor
sampling rate
scrubbing
supported file formats
synchronizing with animation while scrubbing
trimming in and out frames
viewing waveforms in fcurve editor
audio clips
adding markers
creating
linking together with relations
locking
marking
moving
muting
namespace
offsetting start frame
playing
removing
synchronizing with animation
also animation mixer
audio sources
namespace
auto button (autokeying)
autokeying
as default mode
camera navigation
setting keyframes automatically
automatic discontinuity
Automatic Envelope Assignment property
auxiliary data
about
defining
loading
AVI (Audio Video Interleave) files [1], [2]
AVI files
creating from rendered sequences
avoiding obstacles, ICE particles
axes
specifying for manipulation [1], [2]
XYZ
B
backdrops rotoscopy
backed-up scenes, restoring
background images, matching rotoscopy
background plates \ rotoscopy
backgrounds
environment mapping
rotoscopy
backplates \ rotoscopy
baking
action clips into sources
animation layers into base layer
baking animation, see plotting
ball and socket constraint for rigid bodies
barycentric coordinates for hair
base layer (animation layers)
base pose \\ neutral poses
base shape
modifying in shape manager
batch rendering
about
options
beauty pass [1], [2]
behavior states, ICE particles
belly control in character rigs
bend deformation
bend deformation (ICE)
Bend Strands compound
bent normal map
see Ultimapper
bent normal maps
see RenderMap
beveling
polygon mesh components
text
when converting curves
Bézier knots
adding to curves
drawing curves
removing
billboards
ICE particles
binary flags
in ICE
bind poses \ reference poses
binormals
about
applying binormal property
automatic
exporting (collada)
exporting (dotXSI)
Biovision (BVH) files
importing
retargeting to rig
biped tags
matching actions clips
bipeds
control set
creating dog leg rig from guide
creating rig from guide
foot roll
hierarchy setups
predefined rigs
proportional guide for dog leg rigs
proportional guide for rigs
roll division
shadow rigs
birail
bitmaps
on tray switcher buttons
blend shape deformers
shape animation
blending
between forward and inverse kinematics on a chain
clips weights in animation mixer
constraints with each other or animation
curves
effector and bone orientation
linking effector orientation with chain's FK/IK blend
polygon meshes
surfaces
texture layers
blending modes
texture layers
Blinn shading model
blobs
ICE particles
blocking out a rough animation
blur
also motion blur[blur
body
designing with predefined model
bones
about
adding to chain
aligning root with first bone's orientation
blending with effector's orientation
changing axis alignment
changing size
creating spines
drawing implicit
inheriting the scaling
keying rotation for all
resetting angle (preferred rotation)
resetting preferred rotation
resizing
rolling in an IK chain
rotating in order
shadows
system skeletons
also skeletons, chains
boning
Boolean
operations on polygon meshes
operators in expressions
parameters in dopesheet
Bounce Off Surface compound
bouncing
clips in animation mixer
file input operators
ICE particles
using the cycle ID in action clip values
boundaries
about [1], [3]
polygon meshes [1], [2]
selecting
snapping
boundary flags
curves
surfaces
bounding box display type
bounding boxes
moving center to
bounding plane constraint
bounding shapes for rigid body collisions
bounding volume constraint
bounding volumes in envelopes
about
associating
combining
creating
dissociating
exclusive
inclusive
limit
types
bounding-box manipulators
bracketing parameters
branch deformations
branch selection [1], [2]
branches
in hierarchies
selecting in hierarchies
break tangents (fcurves)
breaking chains
bridge transition in animation mixer
bridging
edges
polygons
browsers
accessing a network
accessing files in
opening
path controls
setting favorites in
viewing files in
viewing folders in
brush properties [1], [2], [3]
symmetry
brushing
points
brushing hair
brushing hair styling hair
BSP tree
for hair
BSP, using older acceleration method for mental ray
BSP2 acceleration method
buffers (snapshots) of function curves
bulge deformation
Bullet, ICE node for rigid bodies
bump maps
about
adding maps
alpha channel
applying without a surface image
bump factor
bump map generator
bump scale
computing using separate projection
creating
scaled objects and
troubleshooting
using normal maps
buttons
in tray switchers
BVH (Biovision) files
retargeting to rig
C
C0 continuity
C2 continuity
C3D mocap data files
Face Robot
retargeting to rig
cache manager
caching subframe sampling data for ICE simulations
Cache on File node
caching subframe sampling data for ICE simulations
Cached Post Sim Effects
cacheslist files for multiple objects
caching
animated deformations
blending cache files in the ICE tree
cache clips in the mixer
cache manager
cache tracks in the mixer
cacheslist files for multiple objects
cloth and soft body simulations
creating point cache files
CrowdFX simulation point clouds
defaults for cache files
file formats
frame padding
hair files for playback
ICE animated deformations
ICE attributes
ICE simulations
ICE simulations to a simulation environment cache
ICE simulations with Cache on File node
loading cache files into the animation mixer
loading cacheslist files
locking cache files for render farms
non-ICE rigid body simulations
reading cache files in the ICE tree
rigid body simulations
simulation of spring operator
subframe sampling data for ICE simulations
Syflex ICE simulations
tokens for path and file names
writing animated deformations or simulations into point cache files
cage deformation
ICE-based
cage deformations
call stack, debugging
camera node
about
inputs
camera texture projection
Camera view
film gates
cameras
about
active camera
aligning particles to face (billboarding)
and object render archives
autokeying navigation
camera object
camera views
centering selected elements
clipping planes
combination mode
creating
default camera
depth of field
direction
distance to camera
dollying with
driving with
field of view
flying with
focal length
framing elements with
frustum
interest
interest animation
lens offsets
lens shaders stack
multi-camera passes
navigation tool
orbiting speed
orbiting with
orthographic camera
panning speed
perspective camera
picture standard
pivoting with
positioning
projection methods
projection plane
render pass
rendering with multiple cameras
resetting
rig
roll animation
rolling with
root
setting display options for
stereoscopic (3D) rig
switching between cameras
synchronizing cameras
telephoto camera
transforms animation
viewport slate for
walking with
wide angle camera
zoom speed
zooming with
Cap Hole
capturing
animation in viewport
animation information with devices
Cardinal transition
between clips in animation mixer
Cartesian coordinates, transformations using
cartoon effects
toon shaders
caster
reflection
refraction
transparency
casters
caustics
final gathering
global illumination
shadow
Catmull-Clark subdivision
caustics
about
adjusting
caster
defining an emitter
diagnostic rendering mode
displaying
filtering
intensity
multiplier
number of photons
optimizing
photon depth
photon reflection
receiver [1], [2]
refraction
render region
rendering [1], [2]
tips & troubleshooting
tuning
visibility
workflow
CAV color at vertices
Cell Scalar shader (ICE)
center of mass, rigid bodies
centering selected elements in views
centers
about [1], [2], [3]
animating transformations
moving to bounding box center
moving to vertices
rotations and
scaling and
transforming
centripetal parameterization
chains
2D or 3D
about
adding bones to
animating on path
animating with forward kinematics (bone rotation)
animating with inverse kinematics (translating effector)
blending forward and inverse kinematics (FK/IK blending)
bone axis alignment
bones
breaking
changing shape of elements
changing size of elements
controlling orientation
creating
creating from curves
critical zone at root
display of
displaying joint circles
displaying only chain elements
drawing implicit bones
drawing in symmetry
drawing SOFTIMAGE|3D style
duplicating in symmetry (mirroring)
effectors
elements in explorer
forcing IK behavior
in hierarchy (skeleton)
joints
keying rotation for all bones
Kinematic Chain property editor
orientation of effector
parts of
preferred angles of joints
preferred angles when drawing
preferred axis of rotation
preventing flipping
pseudo-roots (pinning joints)
resizing bones
resizing by moving joints
resolution plane
rolling a bone for IK chains (in X)
root
rotation limits for joints
shadows for elements
solving IK behavior
stiffness in joints
storing kinematics in actions
storing poses in actions
subchains
up-vector constraints (up direction) [1], [2]
also bones, effectors, joints, skeletons
chamfering
beveling
channel box, keying panel
channels
see also render channels
width for rendering
character animation
animating with kinematics
biped dog leg rig
biped rig
blocking out rough
creating custom parameter sets
custom toolbars
models in
motion capture [1], [2]
naming elements
predefined body
quadruped rigs
rigs for controlling movement
rotoscopy
skeletons
synoptic views
transform setups
using animation mixer
using layers and groups
character designer
Character Development Kit for SDK
character key selecting
character key sets
adding parameters to
creating
creating subcharacter key sets
deleting
in character rigs
overview
removing parameters from
renaming
selecting objects from
setting keys with
setting the current one
storing in actions
character mapping, see retargeting animation, tagging
character sets, see character key sets
character strings
in ICE
checkerboard for texturing
Child Transform Compensation
children [1], [2]
ChldComp
chord-length parameterization
cid (cycle ID) token for action clips
Cineon
lookup table for FX Tree
classic scaling
cleaning
curves
surfaces
vertices while dissolving
cleaning up
polygon meshes
clip effects
applying
clip effects, see action clip effects
clip relations
clipping
intensity, motion blur and
clipping planes
clipping planes (camera)
clips
animation mixer
image
image image clips
namespaces
see also action clips, audio clips, shape clips, image clips, compound clips
clone painting (2D paint)
cloning
spawning ICE particles
closing
curves [1], [2]
primitives
surfaces [1], [2]
closing holes
cloth
caching or plotting deformations
Lagoa deformation
cloth simulation
about
choosing geometry
clusters for local effects
collisions with obstacles
creating
envelopes and
forces
motion blur
muting
nailing or pinning areas
optimizing performance
playing
precision of (iterations per frame)
removing
resistance to deformation (shear, bend, stretch)
restarting
saving
speed of
spring nets
stiffness
stitching pieces
Syflex
Syflex on ICE
clumping hair
cluster animation
cluster center deformation
cluster shape combiner
in object's construction region
clusters
about
adding components
and shape animation
animating [1], [2]
centers
changing display order
constraining objects to center
constraining to objects
creating [1], [2]
deforming
display colors
displaying
local materials and textures
local reference frames
locking
moving
namespaces
on cloth
on hair
order of operators and
overlapping materials on
overlapping, changing display order of
overlapping, setting default behavior
reassigning to envelope deformers locally
reference frames
removing
removing components
rendermapping
reordering
selecting
shape animation on
symmetrizing polygons
transferring and merging
transforming [1], [2]
user data
visibility property on polygons
weighting in shapes
clusters, overlapping, changing display order of
coagulate force, ICE particles
COG mode
for components
rotations [1], [2]
scaling
snapping
translations
Collada files
importing as referenced models
COLLADA files
exporting
importing
collapsing
animation layers into base layer
hierarchies
operators in the stack
polygon mesh components
collision objects
rigid body, ICE
collisions
acceleration and velocity limits
accuracy for ODE rigid bodies
accuracy for PhysX rigid bodies
activating
actual shape
animated deformations on objects
bounding shapes
convex hull
elasticity and friction
ICE particles
layers for
muting
rigid body
CollisionScale attribute, ICE rigid bodies
CollisionShape attribute, ICE rigid bodies
CollisionSize attribute, ICE rigid bodies
color
ICE particles
color at vertices
about
and painting objects
editing numeically
ICE trees and
local materials on clusters [1], [2]
property, creating
property, renaming
rendering
specifying with wildcards
transferring and merging
Color attribute
color clipping in image processing
color correction
color correct (fx operator)
color correction (shader)
global display preference
image clips (reference)
color gradients
shader for ICE particles
color management
color sampler shader
colors
custom color
defining with sliders
editors
envelopes
for clips in animation mixer
hair
ICE trees and
picker
scene
colors at vertices
on polygon clusters
combing hair
command box
command line
auxiliary data
batch rendering
language settings
preference migration
project lists
scenes
starting Softimage
workgroups
commands
adding to toolbars
choosing
custom
custom compiled
for animation
menu
MergeScene
redoing
repeating
running automatically
undoing
comments
also annotating objects
ICE trees and
comparing picture files
diffpic standalone
imf_diff standalone
Component - Attach/Detach Volume Deform
Component - Mark Hard Edge/Vertex [1], [2]
Component - Move Point
Component - Proportional
Component - Proportional Setup
Component - Relative Mode
Component - Set Edge/Vertex Crease Value
Component - View Plane Pivot Transform Tool
Component - View Plane Proportional Transform Tool
components
about
adding to clusters
animating [1], [2]
creating clusters
curves
deforming
deselecting
display options
local reference frames
navigating
polygon meshes
removing from clusters
selecting [1], [2]
selecting loops
selecting polygon mesh
selecting ranges
selection filters
sliding
surfaces
transforming [1], [2], [4], [5]
transforming independently
tweaking
types
user data
composite standalone
compositing
layout
passes
picture files (composite standalone)
preferences
tools
also FX Tree, FX Viewer, FX Operator Selector, FX Operators
compound
rigid bodies
compound clips
about
adding markers
clip effects
copying
copying between models
creating
extrapolation
ghosting
holding frames
infinite time value
linking together with relations
mixing shapes
mixing weights
moving
opening and closing
removing
removing clips from (undoing)
scaling
shapes in [1], [2]
timewarps
transitions between
trimming (cropping)
weighting
compounds
shaders in render tree
connection icon [1], [2]
applying shaders with
connection point for generators
connection-mapping templates
for sharing actions
resolving unconnectable parameters
connections, scripted operators
defined
using
constant
interpolation for function curves
Constant display type
Constant shading model
constants
in expressions
Constrain - Child Transform Compensation
Constrain panel
Constrain Strand Length compound
constraints
about
activating and deactivating (muting)
aligning with normals of curves
aligning with normals of objects
blending multiple
blending with animation
blending with chain's IK/FK blend
bounding-plane
bounding-volume
cluster center
cluster to object
combining with expressions
combining with scripted operators
controlling between rig and shadow rig
coupling behavior
curve (path) with chains
curve (U value)
direction
distance
elements in explorer
evaluation cycles
global space
ICE-based
in character rigs
linking parameters
mixing in animation mixer
modifying action sources
modifying in action clips
motors for rigid body constraints
multiple
multiple (n) points
muting in dopesheet
object to cluster center
offsets between objects
order of
orientation (rotation)
parent
particles (ICE)
pinning an object in place
plotting transformation parameters
pose (scaling, orientation, and position)
position
preferred axis for chains
referenced models and
removing
rigid body
scaling
schematic view
selecting objects animated with
selecting the constrained object
storing in actions
surface normals
symmetry
tangency
three-point
to curve (path)
two-point
undoing
up-vector
up-vector for chains [1], [2]
viewing information
constraints, orientation constraint
construction history see modeling relations, operator stack
construction modes
about
post-simulation
secondary shape modeling
setting
shape modeling
simulation
viewing
construction regions
Post Simulation (ICE)
Simulation (ICE)
context menus
about [1], [2]
explorer
continuity
across subsurface junctions
NURBS
continuous rotation
fcurves
contour stretch UVs texture projection
contours
detecting for toon rendering
offsetting polygons
Control Displacement Instance Animation compound
control objects
about [1], [2]
lattices
volume deformers
waves
control points
points
control points\ \ points
control rigs for character animation rigs
control splines
for facial animation rigs
in rigs for approximating body volume
control vertices
points
conversion nodes
inserting in the render tree
conversion shaders
about
connection icon status
editing from a connection icon
inserting from a connection icon
inserting with Get - Shader
converting
any file format (imgconv standalone)
curves to polygon meshes
image files to memory-map textures
object translation to a path
quaternion and Euler rotations
raw and standard function curves
referenced models
surfaces to polygon meshes
convex hull collision geometry for rigid bodies
Cook-Torrance shading model
coordinates
Cartesian
global and local
coplanar
copying
animation
clips in the animation mixer
custom parameter sets
external files to projects
link animation
objects between scenes with models
polygon mesh components
render options
shape animation
shape animation between scenes
corrective shapes for lip sync animation
coupling behavior for constraints
creases on subdivision surfaces
about
creating
painting
Create - Text
Create Strands compound
critical zone at chain root
cropping
clips in the animation mixer
crossfading
between clips in animation mixer
Crosswalk for Max
Crosswalk for Maya
Crosswalk for Softimage
Crosswalk setup
Crowd model
CrowdFX
about
action sources for source model
action sources in the simulation
action sources with local animation
action states
actor behavior to anticipate collisions
actor copies object
actor rig
adding more action sources than default
adding more actors to the crowd simulation
adding more pose states than default
adding simulations to the scene
Animation Proxies node
avoiding collisions
blending animation between pose states
braking to avoid collisions
buffer around actor to prevent collisions
caching simulation point cloud into .icecache file
changing the COG deformer
changing the loaded action sources
COG deformer
collision avoidance behavior
constraining (locking) foot rotation
constraining a deformer's orientation
constraining a deformer's scale
constraining deformers to "look at" objects or positions
constraining deformers to point to goal
constraining leg deformers to terrain
constraining the leg stride
creating the simulation
Crowd model parts
current crowd
deformers in actor rig
directional constraint
duration of switching between states
emitting particles (actors) per point
envelope on source model
exporting actor copies geometry in FBX file
following along a path
GLSL Actor Envelope shader
goal constraint
goal groups
goal radius
goals
hiding the source model
importing models from other software
initial frame of animation used for simulation
initial pose state used for simulation
leg stride control
loading action sources
loading action sources directly into ICE tree
loading actors
materials on actor envelopes
mesh proxy object
minimum speed for switching states
modifying deformer animation with action states
modifying the source model's envelope
moving between multiple goals in sequence
moving toward closest goal
number of particles (actors)
obstacles (walls)
orientation constraint
orientation of particles (actors) at emission
overview of workflow
particle emission properties
particle emitter objects
pedestrian (locomotion) simulations
pose constraint
pose state blending
pose states
preparing a model for importing
randomizing the actors in the crowd
removing actors from the crowd
rig on source model
rig proxy
rig proxy display
rig proxy hierarchy
sample scenes [1], [2]
scale constraint
shape keys on actor envelope
sharing action sources among actors
size and scale of particles (actors)
slowing down to avoid collisions
social groups for collision avoidance
stadium (stationary) simulations
switching between locomotion states
target speed for locomotion
terrains
textures on actor envelopes
turning to avoid collisions
using constraints with action states
viewing in OpenGL display mode
viewing mesh proxy object
viewing the actor instances
wall collision detection by actors
wall exit points
walls as obstacles
weight maps on particle emitter
cubic texture projection
Curl Strand compound
curvature continuity
Curve - Add-Point Tool by Bezier-Knot Points
Curve - Add-Point Tool by CVs
Curve - Add-Point Tool by Knot Points
Curve - Align Bezier Handles
Curve - Align Bezier Handles Back to Forward
Curve - Align Bezier Handles Forward to Back
Curve - Blend
Curve - Clean
Curve - Draw Cubic by Bezier-Knot Points
Curve - Draw Cubic by CVs
Curve - Draw Cubic by Knot Points
Curve - Draw Linear
Curve - Extract from Edges
Curve - Extract from Subcurves [1], [2]
Curve - Extract from Surface
Curve - Extract Segment
Curve - Fillet Intersection
Curve - Fit on Curve
Curve - Insert Bezier-Knot
Curve - Insert Knot
Curve - Intersect Surfaces
Curve - Inverse
Curve - Make Bezier-Knots Corners
Curve - Make Knot Segments Linear
Curve - Make Knots Bezier
Curve - Make Knots Non-Bezier
Curve - Merge
Curve - Open/Close
Curve - Raise Degree
Curve - Remove Knots
Curve - Reparameterize
Curve - Set Knots Multiplicity
Curve - Shift U
Curve - Stitch
Curve - Tweak Curve
curve boundaries
about
selecting
curve deformation (ICE)
Curve Delete Point Tool
curve editor
see fcurve editor
curve net
curves
about [1], [2]
adding knots
adding points
blending
boundary flags
building polygon meshes
building surfaces [1], [2]
cleaning
closing
components
constraining objects to
constraining objects to (path)
continuity
converting to polygon meshes
creating chains from
creating from animation [1], [2]
cubic
deforming by
deforming components and clusters
degree [1], [2]
deleting points
drawing
emitting hair from
exploding text to
exploding to mesh hierarchy
extending surfaces to
extracting from edges
extracting from subcurves
extracting from surfaces
extracting segments
filleting
fitting
freehand
from text
geometry approximation
hulls
ICE particles flowing along
importing EPS and AI files
intersecting surfaces
inverting
knots
length
linear
merging
multiknots
opening
points
projecting onto surfaces
raising degree
removing knots
reparameterizing
see also function curves
segments
shifting U
sketching
stitching
subcurves
subdivisions
Syflex ICE simulations
transforming components and clusters
weight maps on
custom color
custom commands
about
adding to toolbars
creating
importing and exporting
modifying
names
parsing
running
sharing
specifying arguments
undoing
custom display host
custom display hosts
custom displays
viewports, displaying in
custom filters
for smoothing geometry
custom menus
custom operators, self-installing' operators, custom self-installing
custom parameter sets
about
copying
in shape manager
namespaces
custom parameters
about
and expressions
connecting
creating
creating sets
deleting
displaying in 3D views
editing definitions
effect variables in clip effects
namespaces
storing in actions
custom property
custom shaders
custom slider panels
for shape weights
custom variables, scripted operators
defined
using
cutting
polygons [1], [2], [3]
cutting clips in animation mixer
cutting hair
cut map
cut operator
cutting links in hierarchies
CVs\ \
points
cycle ID (cid token) for action clips
CycleChecking command
cycles
checking for animation
clips in animation mixer
creating for function curves
in action clips
in clip effects
using the cycle ID in action clip values
cycling
file input operators
through floating views
cylindrical texture projection
D
dampening
effect of dynamics on hair
dampers
ICE rigid bodies
Darker (mixer shader)
debugging scenes
deceleration
default image (no_icon)
default pass \ beauty pass
default reference planes
deform motion
about
defining step marks
setting biped tags
deformation motion blur (local)
deformation simulations
Syflex on ICE
deformations
about
bend
bend (ICE)
branch mode
bulge
by cage
by curve
by curve (ICE)
by lattice
by motion
by spine
by surface
by volume
cloth
cluster center
clusters
components
deformer template (ICE)
fold
footsteps (ICE)
for shape poses
hull
ICE trees and
Lagoa-based
muting
muting in dopesheet
on hair
on hair with Stretchy mode
operators
push
quickstretch
randomize
relax
sculpt (ICE)
shape jitter
shear
shrinkwrap
smooth
smooth (ICE)
soft body
spine
taper
textures and
transform mesh (ICE)
tree mode
turbulize mesh (ICE)
twist
user normals and
Verlet
vortex
deformer template
deformers
adding to envelopes
envelopes
removing from envelopes
degree
of curves [1], [2], [3]
of surfaces [1], [2], [3]
degree 0 continuity
degree 2 continuity
deinterlacing
image clips
Delaunay tesselation method
Delete Particles Upon Age Limit compound
deleting
also removing
animation
custom parameters
elements
key points on function curves
objects
permanently (no undo)
points on curves
polygon mesh components
proxy parameters
scene layers
scenes
deltas
with referenced models
density
gradient shader for ICE particles
of hair
shape of rendered ICE particles
dependency cycles between animated objects
depth
displaying in render region
pass
depth fading
about
creating with volume shader
creating with volumic property
depth map
generating with rendermap
Ultimapper, activating in
depth of field
depth-mapped shadows shadow maps
desaturation in image processing
deselecting
all elements
in explorer
objects
destabilizing images 2D Tracking
detaching
also disconnecting
polygons, see extracting polygons, disconnecting polygons
details, level of, see LODs
device drivers
activating for use
adding to list
capturing animation information
function curves created by capturing
managing
removing from list
setting up channels
Device Manager
diagnostic rendering
dicing
polygons
Difference (mixer shader)
difference of polygon meshes
diffpic standalone
diffuse channel
diffuse illumination
about
dihedral angle
direction
of ICE particle emission
direction constraints
DirectX realtime shaders
displaying in 3D views
Disable from Here command
disconnected polygons
fixing
disconnecting
polygon mesh components
discontinuity
automatic
displacement and
on selected edges
displacement
about
creating
creating with alpha
creating with fractals
discontinuity and
motion-based displacement quality
optimize rendering
render tree examples
vector
Display - Hide and Deselect
Display - Hide Unselected Objects/Polygons
Display - Hide/Unhide Selection
Display - Unhide All Polygons
display attributes
ICE particles
display modes
rendering to file
display options
components
objects
setting for all cameras
display preferences
Display Strand Shape compound
display types
bounding box
constant
depth cue
fast manipulation
hidden-line removal
high quality [1], [2]
per object
realtime shaders
shaded
textured
textured decal
wireframe
DisplayInfo parameters
displaying
any image formats
attribute values
clusters
custom information
element info
elements by type
hidden polygons
information in schematic views
instances
property editors
weight maps
dissolving polygon mesh components
and cleaning vertices
distance attenuation for lights
distance constraints
distance-based envelope assignment
distributed rendering
about [1], [2]
environment variables for
linktab file
memory mapped textures, using with
rayhosts file [1], [2]
rayserver (ray3xsi5_0server)
Satellite vs. Standalone
setting up
types of
dithering in image processing
dog leg biped
proportional guide
rig
dollying cameras
dominant field, using
Doo-Sabin subdivision
dopesheet
about
aligning tracks with parameters in explorer
changing colors in
changing colors of elements in
collapsing and expanding tracks
copying animation between models and hierarchies
copying animation between objects
cutting and copying keys
cutting empty regions (no keys)
deactivating (muting) animation
deleting keys
displaying phoneme shape keys
drawing regions
framing
hiding tracks
in timeline
keyframe colors
keyframes in
moving empty regions (no keys)
moving keys
moving regions of keys
panning
pasting keys
regions of keys
rippling
scaling empty regions (no keys)
scaling regions of keys
selecting keys in
selecting tracks
summary tracks
tracks
zooming
dotxsi files
Face Robot animation rig export
dotXSI files
exporting [1], [2]
exporting action sources as
exporting for Crosswalk
Face Robot rig import
importing [1], [2]
importing action sources
importing as referenced models
importing for Crosswalk
saving action sources in
drag (force for simulation)
drag force
ICE particles
drawing
chains
curves
edges
polygons and polygon meshes
dripping
ICE particles
driven keys\ \ linked parameters
drivers, custom device
driving
with camera
DSKeymap files
dual quaternion skinning
dummy objects\ \ implicit objects
dummy objectsimplicit objects
duplicating
also cloning, copying, instances [duplicating zzz
chains in symmetry
groups of objects
in symmetry
objects
objects along a path
objects from animation
polygons along a curve
polygons along an axis
shape keys
shape-animated objects
with transformations
without options
dynamic behavior
and styling on hair
locking and unlocking points on hair
muting operator for hair
on hair
on objects rigid body [1], [2]
on objects soft body
reaction of hair to
dynamic friction
dynamic property assignment
dynamics engine for rigid bodies (physX or ODE)
dynamics for ICE particle strands
E
EANI files (native Softimage binary)
exporting action sources as
importing action sources
saving action sources in
ear controls in character rigs
eddy (force for simulation)
edge flags\ \
boundary flags
edge flags\ \ boundary flags
edge loops
selecting [1], [2]
edges
about
adding
animating
beveling
boundaries [1], [2]
bridging
collapsing
copying on polygon meshes
defined
deforming
deleting
disconnecting
discontinuous
dissolving
double
extracting curves
extruding along a curve
extruding along an axis
extruding along normals
filtering
hard
moving in relative mode
normals on selected
offsetting polygon contours
rounding
selecting [1], [2]
selecting adjacent
selecting islands
selecting loops [1], [2]
selecting polygon outlines
selecting ranges
sliding
splitting
subdividing
surrounding when selecting
transforming [1], [2], [3], [4]
turning internal edges of polygons
welding
Edit - Custom Properties
Edit - Delete All
Edit - Duplicate/Instantiate - Duplicate Multiple
Edit - Duplicate/Instantiate - Duplicate Single
Edit - Duplicate/Instantiate Options
Edit - Info Selection
Edit - Operator - Add Input
Edit - Operator - Freeze Modeling
Edit - Operator - Freeze Selected
Edit panel
effectors
about
animating (inverse kinematics)
blending orientation with bone
changing orientation
forcing position
inheriting orientation from bone
linking orientation with chain's FK/IK blending
shadows
solvers on
effects
creating in FX Tree
outputting in FX Tree
rendering FX Tree
also FX operators, Effects operators
elastic gravity
elasticity
ICE rigid body
of hair segments
rigid body collisions
electric force attractors
elements
deleting
elliptical filtering
elliptical marquee (2D paint)
embossing when converting curves
EMDL files
exporting
version information (printver standalone)
Emit Blast compound
Emit Filler Strands compound
Emit from Curve compound
Emit from Position compound
Emit Splash from Surface Collision compound
Emit Strands compound
Emit Trail at Surface Intersection compound
emitter objects
CrowdFX particles
for hair
emitting
hair from objects
Enable from Here command
end angles for primitives
end effectors of chains effectors
end frame in timeline
endomorph
shape animation
entering values outside range
Envelope - Assign to No Deformer
Envelope - Create Bounding Volume
Envelope - Create Symmetry Mapping Template
Envelope - Mirror Weights
Envelope - Reassign Locally
Envelope - Remove Deformers
Envelope - Remove Envelope
Envelope - Reset Actor
Envelope - Select Deformer from Envelope
Envelope - Set Envelope [1], [2]
Envelope - Set Reference Poses
envelopes
about
adding deformers
and proportional volume deformers
and shape animation
approximate deformations [1], [2]
assigning points to different deformers
assigning to deformers [1], [2]
bounding volumes
combining with cloth or soft body
combining with soft body
control splines for facial animation rigs
deformers
display colors
distance-based assignment
dual quaternion skinning
editing weights numerically
freezing transformations
freezing weights
geometry types
holding weights
limiting number of deformers per point
locking weights
mirroring weights
modifying properties
modifying weights
muting
normal-based assignment
normalizing weights [1], [2]
on subdivision surfaces
painting weights
predefined body
presets
reference poses [1], [2]
referenced models and
removing
removing deformers
removing deformers locally
resetting reference poses
returning to reference pose
smoothing weights
subdivision surfaces
surface meshes
symmetrizing polygons
symmetry
transferring and merging
transforming
user normals and
weight operator stack
weights
x-ray shading
environment maps
about
creating on an object
lighting scenes with
rendering
environment script file
environment shaders
about
and portal lights
creating a background with
for volume effects
using
environment variables
for configuring Softimage
for distributed rendering
for linktab
environment_shaders_EnvironmentBlur
environments
adding elements to
creating for rigid bodies
ICE simulations
merging multiple
rigid body simulation
setting for the current rigid body
EPS files, importing
equalizing action clips
error threshold for IK solver
Euler rotations
converting to and from quaternion
mixing in animation mixer
versus quaternion
evaluation cycles for animation
events [1], [2]
updating referenced models
exclusive bounding volumes
exiting Softimage
expanding hierarchies
explicit normals, see user normals
exploded meshes
fixing
exploding
curves to mesh hierarchy
text into curves
Explore - Custom/Proxy Parameter Sets
Explore Groups
explorer
about
animation elements in
chain (skeleton) elements
constraint elements in
context menus
expanding and collapsing hierarchies in
filtering information in
finding elements
framing elements in
hair elements in
in animation editor
layout of
local or global renderer options in
locking
navigating in
opening
path elements in
pop-up
renaming elements in
reordering elements
selecting
shape animation elements in
sorting elements
texture layers in
viewing basic properties
viewing hierarchies in
exporting
action sources
animation mixer
COLLADA
Crosswalk for Softimage options
CrowdFX meshes
custom commands
DirectX
dotXSI files
dotXSI for Crosswalk
dotXSI from Max
dotXSI from Maya
FBX export options
FBX files
flipbook
function curves
IGES files
model instances
models [1], [2]
OBJ files
polygon meshes with turned edges
preferences
render archives in batch
scenes and objects to dotXSI
supported scene elements (collada)
supported scene elements (dotXSI)
supported scene elements (FBX)
supported scene elements (Max to Softimage)
supported scene elements (Maya to Softimage)
supported scene elements (Softimage to Max)
supported scene elements (Softimage to Maya)
tangents and binormals (collada)
tangents and binormals (dotXSI)
user data
with Point Oven
EXPR2 (expression) files
expression editor
in animation editor
expressions
about
activating and deactivating (muting)
adding comments to
and custom parameters
applying
Boolean operators
combining with constraints
combining with function curves
combining with function curves in actions
combining with scripted operators
constants
converting to function curves
copying
creating
editing
entering parameter names
evaluation cycles
expression editor
files (.expr2)
function reference
functions
ICE trees and
in action sources
in clip effects
linked parameters l_fcv()
linking parameters
loading from file
math operators
modifying action sources
modifying in action clips
multi-linked parameters l_interp()
multiple on same parameter
muting in dopesheet
on color parameters
presets
removing
returned value
saving
scripted scripted operators
this and this_model tokens
using object names
using other text editors
validating
viewing as graphs
viewing in 3D and schematic views
writing
Extended Component Selection
extending
surfaces to curves
external action sources
in files (.xsi or .eani)
loading in a scene
offloading
offloading parts of a source
external files
in synoptic scripts
locating
external files manager
about
copying files to projects
displaying files
image clips, clearing unused
materilals, clearing unused
modifying file paths
navigating
paths, modifying
extracting
also disconnecting
curve segments
curves from surfaces
polygons
subcurves
extrapolation
clips in animation mixer
function curves
extruding
curves along axes
curves along curves
polygon mesh components along a curve
polygon mesh components along an axis
polygon mesh components along normals
text
using ICE modeling
when converting curves
with two profiles
F
fabric \ cloth simulation
Face Maker
about
face mapping
Face Robot
Act panel synoptic view
adding a solved tongue
adjusting points in mouth cluster
adjusting retargeted mocap data
adjusting the points in the lip cluster
animating the face
animation control set
Animation Rig Export tool
applying poses to head
applying retargeted mocap data to head
assembling face parts
assigning envelopes
Build Eyelash tool
building eyelash meshes and rigs
C3D mocap data files
caching a fast playback file
caching files for export
calibrating mocap data
creating a mouth interior
creating eyeballs and eye sockets
diagnosing the face
disabling Face Robot mode
displaying and hiding scene elements
excluding tongue from mouth cluster
exporting a face from
exporting a game rig (.emdl file)
exporting animation rig as shapes (.dotxsi file)
exporting as Point Oven MDD file
eye blink animation
face maps (fmap)
fitting the face
Game Export tool
importing shape animation rigs into Softimage
interface
keying the animation controls
layout
loading scenes into
mode
modeling requirements for the face
modeling the eyeballs
modeling the head
modeling the mouth and lips
modeling the teeth and gums
motion capture (mocap) animation
muting mocap data
name maps (nmap)
ncache export for Maya
offsetting mocap data
overview of workflow
painting cheek puff maps
painting envelope weights
painting region deform areas
painting tendon maps
painting the mouth area
painting weight maps
painting wrinkle maps
picking face objects
picking landmark points
plotting (baking) adjusted mocap data
plotting shapes for export
preparing mocap data for retargeting
regenerating mouth area
region deform areas
region maps
removing retargeting mocap data
saving scenes
sculpting history
sculpting in symmetry
sculpting overview
sculpting the cheek area
sculpting the eyelid area
sculpting the mouth area
sculpting the tendon area
selecting keyframe or mocap animation type
shape rig export
stabilized mocap data
Stage 1 Assemble
Stage 2 Objects
Stage 3 Landmarks
Stage 4 Fit
Stage 5 Act
Stage 6 Tune
sticky lips
stress maps
switching camera viewpoints
symmetry or asymmetry of face (DNA type)
tendon stress maps
tendons
tuning the eyelids
tuning the jaw
tuning the lips and mouth
tuning workflow
wrinkles
faces
rendering both sides
facial animation
controls splines for rigs
factory application data path [1], [2]
falloff
for light
for multi-linked and orientation parameters
for proportional modeling
for volume deformation
fan (force for simulation)
fast manipulation
fast playback [1], [2]
fast skin shader
fast subsurface scattering shader
about
bias
bump mapping and
displacement mapping and
lightmaps for
scaling
scattering
surface illumination
fast-moving emitters, ICE particles
favorites
adding to favorite list
deleting from favorite list
selecting
FBX files
batch processing
exporting
importing
skeleton conversions
type conversions
fcurve editor
audio waveforms in
default selection tool
editing fcurves in
framing
grid and rulers for fcurve graph
metacurve region
overview
panning
toolbar
zooming
fcurves
see function curves
field of view
field rendering
about
compositing field-rendered images (composite standalone)
dominant field
hair
interleaving fields (interleave standalone)
fields
image clips and
fields, interleaving (interleave standalone)
File - Keyboard Mapping
File - Preferences
file input operator
animation mixer, extrapolating in
extrapolating
file types
.ai
.aifc
.aiff and .aif
.amc
.asf
.avi
.bvh
.dae [1], [2]
.DSKeymaps
.eani (action sources) [1], [2]
.emdl [1], [2]
.eps
.expr2
.fbx
.fraw
.fraw2 [1], [2]
.html [1], [2]
.iges
.lwo
.mdd
.mi2
.mia
.mov
.obj
.preset (general)
.psc
.qt
.rtf
.scn [1], [2]
.scntoc
.wav
.x
.xml
.xsi [1], [2], [3], [4]
.xsi (action sources) [1], [2]
.xsikm files
.xsimixer
.xsipref
.xsiprojects
.xsitb
files
accessing from browser
comparing pictures (diffpic standalone)
comparing pictures (imf_diff standalone)
converting image (imgconv standalone)
deleting projects
deleting scene
external
external in synoptic scripts
external, copying to projects
external, managing
file names and templates
linktab
modifying paths to
rayhosts
raysatxsi.bat
recovery journal
referenced
restoring backed-up versions of
searching for
synoptic [1], [2]
fill actions
filleting
curves
surfaces
film gates in Camera views
Filter by Distance to UV Location compound
Filter by Null compound
Filter by Object Intersection compound
Filter by Particle ID compound
Filter by Texture Map compound
Filter by Volume compound
Filter by Weight Map compound
filtering
box
edges
elements in explorer
elements in Schematic view
elliptical
gaussian
Lanczos
Mitchell
points on polygon meshes
polygons
triangle
filters
antialiasing
custom
snapping
filters, custom
for smoothing geometry
final gathering
about
accuracy
advantages and disadvantages
and global illumination
and hair [1], [2]
bounces, diffuse
diagnostic rendering mode
environment map with
falloff
filtering
irradiance from photon map
irradiance particles and
map file, generating
maps per object
mental ray options (reference)
modes
number of rays
overview
presample density
radii and points
sampling contrast
trace depth
using to light a scene
view dependency
visibility options
finding
elements in explorer
elements in Quick Filter box
elements in Scene Search view
fine geometry approximation
fitting
curves onto curves
function curves
surfaces to surfaces
fixed constraint for rigid bodies
FK/IK blending
about
ghosting FK/IK states
linking effector's orientation with
motion capture data
plotting animation
with constraints
FK\ forward kinematics
flags, boundary
flares
lens, creating
flat lights
flat-liners, see static fcurves
flexing (quickstretch)
flip.exe (standalone flipbook)
flipbooks
capturing audio for
capturing images in viewports
exporting
launching after capturing
loading animation into
matching colors in
memory guidelines for si3d_flipbook standalone
playing
playing in native players
setting up view options
shortcut for desktop
standalone
standalone (si3d_flipbook)
flipping
also inverting
chain's orientation
function curve
floating views
closing
minimizing, maximizing, and restoring
opening
flood fill tool
Flow Along Curve compound
Flow Around Surface compound
flow path
fluids, see Lagoa
flying
with camera
fog
about
creating with shaders
creating with volume shader
fold deformation
font attributes
fonts
installing on Linux
foot roll
biped and dog leg rigs
quadruped rigs
footsteps deformation (ICE)
forces
attractor
creating
disconnecting
drag
eddy
fan
gravity
ICE tree
in schematic view
Lagoa
muting
toric (torus)
turbulence
vortex
wind
forcing IK behavior
format
preferences
forward kinematics
about
animating with
blending with inverse kinematics
changing order of bone rotation
keying rotation for bones
posing a chain with inverse kinematics
storing in actions
four-sided
Fractal Scalar shader (ICE)
frame format
custom
default
playback
frame of reference
components
objects
frame rates
and rotoscopy
audio
custom
displaying in viewport
realtime playback
setting default
setting playback
framebuffers
frames
capturing in viewport (flipbook)
default format
default rate
displaying number in viewport
frame token and padding
ICE trees and
in action clip values
previewing a single frame
range in the animation mixer
running scripts automatically on frame change
start and end in timeline
framesets
in layouts and relational views
framing
clips in animation mixer
elements in 3D views
elements in explorer
elements in the Schematic view
in a rotoscoped view
FRAW (raw function curve) files
fraw2 (raw function curve) files
saving scripted operators as
FRAW2 (raw function curve) files
freeform selection tool
freehand curves
freehand tool (2D paint)
Freeze M button
freezing
action clips into sources
envelope weights
hair
operator stack
texture projections
transformations
transformations on envelopes
unfold texture projection
weight maps
frequencies of animation
friction
ICE rigid body
rigid body collisions
static and dynamic
frizzy hair
frustum, displaying camera
function curves
about
adding keys
animation layers
automatic slopes based on neighboring keys
break point in slope
breaking and unifying slope
buffers (temporary copies)
combining with expressions
combining with expressions in actions
combining with scripted operators
converting between raw and standard
corresponding to action sources
created from capturing with devices
cutting, copying, and pasting
cutting, copying, and pasting regions
cycles
default selection tool
default slope handle length
default slope type
deleting key points
deselecting
displaying
displaying in graph
displaying information about
displaying parameters in animation explorer
editing action sources
exporting
exporting scripted operators as
extrapolating slope shape
files
fitting
fixed length (SOFTIMAGE|3D) slope handles
flat slopes (zero orientation)
flipping direction in X or Y
Frame and Value boxes
fraw and fraw2 files
from expressions
hiding
HLE tool
importing
increasing key points on
inserting key points without changing curve shape
interpolation types
isolating in graph
linear tangents for slope handles
link curves
loading
locking on to an element
mirroring slope orientation
mixing with action clip in mixer
moving
muting (deactivating)
normalizing the view
offsetting
plateau slope
plotting retargeted animation into
preferences for creating when keying
presets for profile (non time-based) curves
quaternion rotation controls
reducing keyframes on
reducing noise
removing animation
removing flat (static) fcurves
resampling
retiming animation
returning to object from action sources
rippling when pasting
saving
scaling
scaling regions
scaling with a pivot
see also animation editor, fcurve editor, key points, keyframes, slopes
selecting
selecting key points on
shaping high-density curves (HLE tool)
simplifying
slope handles
slope orientation
smoothing
SOFTIMAGE|3D slope angle display
spline slopes
stepped tangents for slope handles
storing in actions
timewarp (retiming)
functions
in action clip values
in expressions
fur hair
Fx color selector
FX Operator Selector
displaying
inserting operators with
using
Fx operators
mask shapes
paint clip
vector paint
Fx Operators
Tracking 2D Tracking
FX operators
about
also Image operators, Composite operators, Transition operators, Image Adjust operators, Matte Extract operators, Filter operators, Effects operators, Painterly Effects operators
applying a channel mask to
Color Adjust
Color Curves
Composite
connection icons
copying and pasting
Distort
editing properties
Filter
Grain
Image
inputs
mask options
mask options, setting
obey matte
obey matte, enabling
obey matte, inverting
Optics
output channels, setting
output depth, setting
output options
output options, setting
output size, setting
outputs
Painterly Effects
pasting and copying
previewing
property pages
renaming
Retiming
Transform
Transition
Fx paint brush list
Fx tree
framing
FX Tree
about
caching options
Cineon images in
creating effects
creating trees
deleting trees
image clips, getting
importing images
navigating in
navigation control
operators, connecting
operators, copying and pasting
operators, editing properties
operators, getting
operators, pasting and copying
outputting effects
preferences
renaming trees
render passes, getting
rendering effects
rendering effects from the command line
setting default image size
setting file input properties
FX Viewer
about
alpha channel, displaying
alpha channel, displaying as overlay
clearing
displaying color channels
image compare area
merge source, mixing current image with
navigating in
navigation control
pixel probe
playing sequences in
previewing operators
proxy images
resetting pan and zoom in
scaling images
setting properties for
Fx viewer settings
G
gamma correction
about
applying to a render pass
display preference
displayed in color chips and sliders
displayed in color editor (mini)
displayed in gradient slider
image clips
GAP (generic attribute painting)\ \ painting
garbage mattes
about
adding points to shapes
animating shapes
blurring shapes
deleting points from shapes
deleting shapes
drawing shapes
editing Bézier/freehand shapes [1], [2]
editing polygon and B-spline shapes
editing shapes
in the explorer
in the FX viewer
inverting shapes
persisting
shapes property editor [1], [2]
shapes, editing points on
Gator
Generate Strand Trails compound
generators
connection point
generic attribute painting (GAP)\ \ painting
geodesics
geometric normals
on polygon meshes
geometric objects
about
geometry
defined
types of
geometry approximation
about
applying and editing
curves and surfaces
fine
hair
hardware display
LDA (length/distance/angle)
motion-based displacement
parametric
polygon meshes
properties, type of
subdivision surfaces [1], [2]
geometry shader objects
applying materials
applying textures
getting
transforming
also geometry shaders
geometry shaders
about
adding
applying
writing
also geometry shader objects
geometry types
for envelopes
of objects
Get - Material - (Surface Shader)
Get - Shader
GetMappingRule()
GetNumMappingRules(]
getthumb standalone
getting image information
gframe (global frame) token in action clips
ghosting
and pose offsets
animated objects
color
compound clips
display types
for groups and scene layers
for overlapping clips in animation mixer
forward and inverse kinematics blend (FK/IK) on chains
in animation layers
rigid body simulations
simulated objects
gimbal lock
changing order of rotations
Euler versus quaternion rotations
gizmo manipulators
global coordinates
displaying in View manipulation mode
global frame
in action clip values
global illumination
about
adjusting
and irradiance particles
caster
diagnostic rendering mode
displaying
final gathering with
multiplier
number of photons
optimizing
photon depth
photon light source
receiver
refraction
render options
render region
rendering [1], [2]
setting casters
setting receiver
tips & troubleshooting
tuning
visibility
workflow
global manipulation mode
rotating components
rotating objects
scaling components
translating components
translating objects
global render options
global time
in action clip values
in animation mixer
global transforms
animating
automatically marking
marking parameters for
global variables
in scripted operators [1], [2]
GLSL Actor Envelope shader
viewing CrowdFX actor instances
goals
ICE particles
gradient
about
alpha
animating
connecting shaders
controls
gamma correction
shader types
gradients
shader for ICE particles
graph editor
see fcurve editor
graphs
function curve in animation editor
viewing scripted operators as
gravity
ICE particles
gravity (force for simulation)
green box animation icon
grid
fcurve graph
size
snapping [1], [2]
grooming hair styling hair
groups
adding/removing objects in
clones of
creating
deleting
duplicating
ICE and
locking
namespace
null as parent, see transform groups
of objects
PropertyFixup
selecting
transform (null parent)
versus scene layers, etc.
growing the selection
gtime (global time) token in action clips
guide hairs
about
dampening effect of dynamics
displaying [1], [2]
resistance to dynamics
stiffness
wiggling with dynamics
also hair, render hairs, styling hair
guided extrude\ \ birail, extruding
H
hair
about
antialiasing
barycentric coordinates in scalar state shader
brush tool
changing topology of emitter object
clusters of
collisions with obstacles
color
copying styles between objects
creating
deactivating geometry hair for rendering
deforming
deforming with Stretchy mode
deleting
density of
displaying guide and render hairs [1], [2]
dynamics
dynamics and styling
emitting from curves
emitting from NURBS surfaces
emitting from polygons
emitting from subdivision surfaces
geometry approximation for viewing or rendering
Hair Geo shader
Hair Renderer shader
hiding
increasing number of render hairs with strand multiplier
instances
interpolation group IDs
length
light and shadows
matted or wet (clumping)
motion blur
natural forces on
number of
operator stack [1], [2]
optimizing rendering
overview
playing simulation
primitive object (Hair)
removing
render type (geometry)
rendering
replacing hair with geometry
resistance to dynamics
scaling the emitter object
segmented rendering
segments (resolution)
segments, stretching
selecting components
shadow maps
shadows
texture maps on color parameters
thickness
translucency
transparency
white hair
also guide hairs, Hair Geo shader, Hair Renderer shader, render hairs, styling hair
Hair Geo shader
ambient and diffuse colors
connecting in render tree
final gathering and global illumination
gradient controls
translucency
transparency
Hair Renderer shader
about
BSP tree
colors
connecting in render tree
final gathering
geometry rendering
lighting for hair length
optimizing rendering
root and tip colors
specular color
transparency
Hair toolbar
handles manipulators
hard body rigid body [1], [2]
hard edges
Hard Light (mixer shader)
hardware attribute-to-register mapping (glsl program)
hardware rendering
hardware, OGL
HDRI
adjusting exposure
adjusting gamma
and image management
compatible file formats
creating
lighting a scene with
render pass
using
heads-up display
height map
Ultimapper, activating in
help
from property editors
helper objectsimplicit objects
hidden polygons
displaying
hiding
selecting
unhiding
Hide/Reveal (Bound) (mixer shader)
Hide/Reveal (Multiply) (mixer shader)
hiding
objects
objects using clipping planes
polygons
hierarchical (Softimage) scaling
hierarchies
and object render archives
animating transformations in
assigning materials to
chains in (skeletons)
clones of
collapsing
creating
cutting links between parents and children
expanding and collapsing
in explorer view
in schematic view
navigating in
null parents (transform groups)
parent constraint
reordering objects [1], [2]
selecting
selecting branches in
selecting nodes in
selecting objects in
selecting trees in
sorting in the schematic
transforming
high quality display mode
high-density function curves
editing
high-level animation
hinge constraint for rigid bodies
history see modeling relations, operator stack
HLE tools (function curves)
holding
file input operators
holding envelope weights
holes
in polygon meshes [1], [2]
holes, capping
HOME
hotkeys \ keyboard shortcuts
hotspots in synoptic views
about
deleting
describing
drawing
linking
modifying
moving
selecting
HTML files (synoptic) [1], [2]
HUD
Hue Offset
hull deformation
hulls
curves
polymesh (subdivision surfaces)
surfaces
I
ICE
about
adding nodes
adding ports
attributes [1], [2]
binary flags
collapsing and expanding ports
connecting nodes
construction stack and
context
copying and pasting nodes
creating trees
crowd simulations (CrowdFX)
data types
deleting nodes
deleting unconnected nodes
disconnecting ports
Lagoa fluid and deform simulations
moving nodes
nodes
profiliing tree performance
removing ports
selecting nodes
setting custom attributes
specifying scene references
strings
structure
ICE attribute shaders
ICE attributes
caching into files
getting and setting particle attributes
using in the render tree
ICE compound reference
ICE compounds
about
adding to menus
applying
categories
creating
editing
exporting
exposing references and other parameters
names
ports [1], [2]
tasks
thumbnails
versioning
ICE kinematics
constraints
rigs
simulations
using geometry queries
ICE modeling
applying materials
applying texture projections
building polygons
cloning topology
component indices
edge loops
extruding
merging topology
repeating topology
shattering
simulated topology
Topology attribute
user normals
ICE nodes
preset manager and
ICE particle instances
about
controlling the animation
creating
groups of objects
optimizing display
rendering
scaling animation to fit instance size
stand-ins for rendering
using lights and cameras
ICE particle shaders
Attribute
Cell Scalar
compounds
Fractal Scalar
motion blur
Particle Density
Particle Gradient
Particle Volume Cloud
render region
shadows
shape of rendered particle
ICE particle states
state effects (actions)
state ID
State Machine
state triggers
timers for events
ICE particle strands
about
aligning along particle trajectory
attributes
bending
compounds
creating basic strands
curling
dynamics on
generating strand trails over time
keeping the same length
movement
rendering
shaping
shaping with curves
sine waves
turbulence on
twisting
viewing
ICE particles
acceleration and deceleration
age (lifespan)
age limit
aligning along velocity vector
aligning to a camera or position (billboarding)
aligning to surface normals
animated emitters
attraction to a null
attraction to a point in space
attraction to an object
attraction to neighboring particles
avoidance behavior
blasts
blobs
bouncing off obstacles
caching with Cache on File node
changing the emitter
cloning (spawning)
coagulate force
color
color attributes
color gradients
color shift
deleting particles at age limit
direction of emission
display attributes
drag force
dripping off objects
Emit compounds
emit direction away from object
emitting at object intersections
emitting particles
emitting particles from points on a surface
emitting particles from surfaces
emitting particles from within a volume
emitting splashes upon collision
fast moving emitters
filtering by particle ID
filtering particle emissions
filtering particles by distance to UV
filtering particles by null
filtering particles by object intersection
filtering particles by texture map
filtering particles by volume
filtering particles by weight map
flowing along curve
flowing around objects
forces
getting and setting attributes
gravity
hiding
ID number
inheriting emitter velocity
instanced geometry
limiting the emission frame range
mass
modifying values by age or age percentage
modifying values when inside nulls or objects
moving to goals
muting emissions
offsetting from emit location
orbiting around object
orientation
overview
particle display in the viewport
playing the simulation
randomizing color values
randomizing values
rate (amount)
rendering sprites
rigid body dynamics
rolling
setting timers for events
size
size shift
sliding on objects
spawning (trails)
speed
spinning
spread of emission direction
spreading emission within a frame
states, see ICE particle states
sticking to objects
strands
turbulence on speed
turbulizing color values
turbulizing values
unsticking from object
using color in the render tree
vector (direction) of emission
wind force
writing simulation to point cache files
ICE rigid bodies
about
collision geometry for instanced shapes
collision geometry for obstacles
collision geometry for particles
collision size and scale for particles
CollisionShape attribute
CollisionSize and CollisionScale attributes
elasticity
friction (static and dynamic)
IsPassiveRigidBody attribute
making particles into
muting collisions
obstacles
passive rigid body particles
Simulate Bullet Rigid Bodies node
Simulate Rigid Bodies node
springs and dampers
ICE simulations
applying forces
blending cache files with the Cache on File node
caching a simulation environment cache
caching with Cache on File node
initial state
offsetting the frame range [1], [2]
playback modes
playback range
playing the simulation
reading cache files with the Cache on File node
Simulation and Post Simulation construction regions
simulation environment
subframe sampling
writing simulations to file with Cache on File node
writing to point cache files
ICE tree view
about
arranging nodes
displaying
navigating
ICE trees
about getting and setting data
arrays
CAV properties
colors
comments
controlling execution
custom operators and
debugging
deformations
expressions and
filtering data
frames
geometry queries
getting data
getting data at locations
getting data at the previous frame
getting data from groups
IDs and indices
Math nodes
profiling performance
setting data
switching contexts
texture maps
time
transformations in
validating data
vertex colors
weight maps
ICECache file format
ICEparticle instances
ShapeInstanceTime attribute
icons
animation with actions
in schematic views
IES profiles
IGES files
exporting
importing
IK assembly\ \ skeletons
IK/FK blending FK/IK blending
IK\ \ inverse kinematics
illumination
ambient
anisotropic
Blinn
constant
Cook-Torrance
diffuse
disabling
Lambert
model\ \ shading models
Phong
shading models
specular
Strauss
surface
illumination map
image based lighting
render pass, creating
image clips
about
applying clip effects
creating
creating from file
creating from source
deinterlacing
deleting unused
editing
field type
filtering
from file lists
gamma correction
in animation mixer
inserting in FX Tree
loading
local models and
management modes, changing
managing memory
merged scenes and
models and
namespace
referenced models and
renaming
texture editor, displaying in
TIFF files, using as clips
image formats, types
image information
getting
image management
default mode
managing memory
image maps
about
hotspots
images
Image operators
File Input
image planes
image process for rendering
image proxies
about
activating
directory structure for
generating automatically
generating manually
locating
image saved from region
image sources
about
changing paths in scene TOC
deleting unused
namespace
images
default
do not display when rendering
High Dynamic Range HDRI
importing in FX Tree
namespace
sequences [1], [2]
imf_copy standalone
imf_diff standalone
imf_disp standalone
imf_info standalone
imgconv standalone
imginfo
imgshow standalone
immediate mode
about
script commands and
implicit
objects [1], [2]
implicit bones
drawing chains
implicit texture projections
Import - EPS File
importing
Acclaim (ASF and AMC) files
action source files
animation mixer
Biovision (BVH) files
bitmaps for tray switcher buttons
COLLADA
command history
Crosswalk for Softimage options
custom commands
DirectX
dotXSI files [1], [2]
dotXSI for Crosswalk
dotXSI in Max
dotXSI in Maya
Face Robot rigs
FBX files
FBX import options
function curves
IGES files
local models
logging messages to file
models
motion capture data files
OBJ files
polymatricks operator and custom transforms
preferences
referenced models
supported scene elements (collada)
supported scene elements (dotXSI)
supported scene elements (FBX)
supported scene elements (Max to Softimage)
supported scene elements (Maya to Softimage)
supported scene elements (Softimage to Max)
supported scene elements (Softimage to Maya)
user data
with Point Oven
importons
about
irradiance particles and
optimizing photon maps
options
in_keymodifier variable in synoptic scripts
in_mousebutton variable in synoptic scripts
in_obj variable in synoptic scripts
In_UpdateContext
in-betweening
INCLUDE
inclusive bounding volumes
incremental snapping
indirect illumination
ambient occlusion
caustics
final gathering
global illumination
irradiance particles
infinite lights
infinite time value for clips in animation mixer
Info Scene
statistics
Info Selection
Inherit Emitter Velocity compound
inheritance
lock information
Init_Color attribute
initial state
ICE particle simulations
ICE simulations, resetting
rigid body
Initialize Sky Shader plug-in
inputs
to shaders in render tree
insetting
also offsetting
polygons
installation application data path [1], [2]
installing
fonts on Linux
Instance Shape node
InstanceGroup
instances
creating
creating from animation
displaying
exporting
hair
ICE particles
instantiating
modifying
selecting
showing relations
visibility options for
instantiating models
intensity clipping
motion blur and
interaction models
selection [1], [2]
interaction modes
changing
interleaving
fields
standalone
internal edges of polygons
displaying
turning
interpolation
between guide hairs
default for function curves
types for function curves
intersection of polygon meshes
invalid polygon meshes
invalid projects
inverse kinematics
about
animating effector
animating with
blending with forward kinematics
forcing IK behavior
preferred angle of chain
resolution plane for chain
rolling a bone in X
SOFTIMAGE|3D behavior for solving joint rotations
solver angles for joint rotations
solvers
solving joint rotations from preferred angles
storing in actions
translating effector
using with path
inverting
curves
polygon meshes
polygons
surfaces
irradiance channel
irradiance particles
about
accuracy
and importons
environment map
final gathering and
interpolation points
map file
number of rays
overview
island heal
IsnerSpine
isolating
curves in fcurve editor
objects in geometry views
isolines
about
selecting
isoparams
knot curves
isoparms
knot curves
isopoints
about
on curves
selecting
IsPassiveRigidBody attribute, ICE rigid bodies
iwarp, variable for action clips
J
jitter
shape deformation
joints
about
changing preferred angle
displaying circles around
methods for solving rotations
pinning with pseudo-roots
preferred angle
resizing by moving
rotation limits
shadows
stiffness in (arthritis)
also bones, chains, inverse kinematics
journal file for recovery
JScript
with scripted operators
junctions of surface meshes [1], [2]
K
key points
adding
cutting, copying, and pasting
deleting
deselecting
inserting
locking
moving
moving regions of
offsetting
scaling
selecting (tagging)
selecting by region
snapping
keyable parameters
plotting
storing in actions
keyable parameters editor
keyboard shortcuts
about
access keys
activating tools with
creating
creating for custom commands
for navigating hierarchies
for selection
shortcut keys
sticky-key mode
supra-key mode
keyframe icon
in a property editor
keyframes
about
adding to action sources
combining with scripted operators
creating animation with
current values at different frames
editing animation layers
in dopesheet
in-betweening
key points on function curves
keys in timeline
moving between for parameters
on function curves (key points)
overview of setting
path animation from
preferences for fcurve creation
removing
removing in a property editor
save key preference
setting automatically
setting for transformations
setting from a property editor
setting in animation layers
setting in keying panel
setting multiple at a time
setting on only modified parameters
setting quaternion rotations
setting with character key sets
keying panel
changing parameter values
keyable parameters in
muting animation in
overview of setting keys in
setting keys
keys
access
setting keyframes
shortcut
temporary mode
also keyboard shortcuts
keys in timeline
about
copying and pasting
cutting
cutting and copying regions
deleting keys
empty regions (no keys)
merging or replacing when pasting keys
moving keys
scaling regions of
selecting keys
keywords, user
finding elements by
Kinematic Chain property editor
kinematics
blending between forward and inverse
forward
forward and inverse for chains
ICE-based
inverse
node in explorer
properties of objects [1], [2]
kinetic friction
kinky hair
knifing
also dicing
polygons
knot curves
about [1], [2]
adding
removing
selecting
knots
about [1], [2]
adding to curves
Bézier
multiplicity
on curves
removing from curves
selecting
surfaces
KP/L panel
L
l_fcv() expression for linked parameters
l_interp() expression for multi-linked parameters
l_interpOri expression for orientation linked parameters
Lagoa
about
breaking elastic structures
Cached Post Sim Effects
creating basic fluid effects
creating soft body effects
deformations
elastic clusters
elasticity
emissions
forces
inelasticity
Jello
material properties
meshing
Pouring Liquid
pressure
resolution for particle emission
setting up the ICE tree
Sticky Paste
surface tension
Surface Tension
Throw Breakable Structure
Throw Elastic Clusters
Transform Constraint
viscosity
Volume Emission
Lambert shading model
Laminar flow for drag force
LANG
language preferences
lasso selection tool
lasso tool (2D paint)
lattices
about [1], [2]
applying
creating
setting scope
layer clip in animation mixer
weighting
layers
locking
namespaces
reordering
rigid body collisions
layers, see scene layers, animation layers, texture layers
layouts
about
compositing
compositing, 2D paint and
creating and editing
default
defining panes and framesets
Face Robot
removing
setting pane content
window size and position
XML syntax
LC_NUMERIC
LDA (length/distance/angle) geometry approximation
length
of curves
lens distortion
toon inklines
lens flares
about
lens shaders
camera shaders stack
pass shader stack
toon ink lens
lens shift settings
levels of detail
also referenced models
levels of detail, see LODs
light contribution
light node
about
inputs
light rig
components, locating
controlling lighting
from an image
generating
source image requirements
light shaders
Lighter (mixer shader)
lightmap shaders
lightmaps
fast subsurface scattering
lights
about
and object render archives
area lights [1], [2]
associating with objects
caustics
cone angle
creating
default light
defining as photon source
disassociating from objects
exclusive
falloff
flat lights
global illumination
IES profiles
inclusive
infinite lights
light box
light properties
neon lights
non-directional
optimizing [1], [2]
photon
point lights
raytraced shadows
rendering
rig light rig
selective light property
shape
spotlights
spread angle
tips, optimizing & troubleshooting
types of lights
volumic lights
limit bounding volumes for envelopes
Limit by Time Range compound
Limit Num Particles compound
line tests for animation
line tool (2D paint)
linear
interpolation for function curves
values in text boxes
linear acceleration (quickstretch)
linear motion
linear subdivision
linear velocity (quickstretch)
lines\ \ hulls
linked lights selective lights
linked parameters
about
copying
deforming shapes with
editing the falloff for multi-linked and orientation parameters
editing the link function curve
l_fcv() expression
l_interp() expression
l_interpOri expression
linking a parameter to an object's orientation
multiple parameters driving one
one-to-one
parameter connection editor [1], [2]
removing
setting relative values
viewing information
linking
clips together in animation mixer
driving a parameter with an object's orientation
multiple parameters driving one parameter
one parameter driving another
parameters
links
displaying in schematic view
in schematic views
linktab file
about
distributed rendering
mapping between Unix and Windows
SI_LINKTAB_LOCATION
structure and syntax
translating path references
Linux
Alt key
installing fonts
starting Softimage on
lip sync animation
blending between phonemes
blending with other animation in the mixer
corrective shapes for visemes
editing phonemes in the lip sync view
generating the speech clip
lip sync view
loading audio files
phonemes
SpeechBlend operator
visemes
weighting the lips, jaw, and tongue
workflow overview
lip sync view
lip synching
displaying phoneme keys in dopesheet
local coordinates
displaying in View manipulation mode
local frame, in action clips
local manipulation mode
rotating components
rotating objects
scaling components
scaling objects
translating components
translating objects
local materials
about
colors at vertices [1], [2]
polygon meshes
subsurfaces [1], [2]
symmetrizing polygons
local models
converting from referenced models
converting to referenced models
image clips and
local render options
local subdivision
local textures
about
polygon meshes
subsurfaces [1], [2]
symmetrizing polygons
local time
in action clip values
in animation mixer
local transforms
animating
automatically marking specific axes
marking parameters for
location
locators nulls
locking
clips in animation mixer
elements in animation explorer
key points
marked parameters
points on hair
property editors
scene elements
scene layers
scenes
schematic view
slope handles on function curves
texture layers
XSI explorer
locking, envelope weights
locks
3D objects
animation
clusters
getting information about
groups
inheritance
layers
level of
local models
owner of
parameters [1], [2]
passes
proxy parameters
unlocking parameters
unlocking scene elements
user vs. system locks
using scripts
LOD (levels of detail)
also referenced models
LODs
polygon reduction
lofting
LOGNAME
lollipop texture projection
Loop subdivision
looping
animation playback
audio playback
quick loop
loops of components
selecting
M
magic wand (2D paint)
about
magic wand (2D Paint)
setting properties
magnet force attractors
magnet proportional modeling
also specific panels
main command panel
main menu bar
main shelf
Make Preview
manipulation
fast
manipulation modes
rotation
scaling
snapping and
translations [1], [2]
manipulators
area light
bounding-box
rotate
scale
showing and hiding in viewports
spotlight
SRT [1], [2]
translate
mappable parameters
mapping
connection templates for sharing actions
displacement
reflection
reflectivity
transparency
value templates for action clips
maps
parameter
symmetry
weight
mark out shapes tool (2D paint)
marked parameters
automatically for global transforms
automatically for specific local transform axes
clearing (unmarking)
list
locking
marking sets (remembering marked parameters)
moving between keys
plotting
setting
setting keys on
storing in actions
markers
audio files
copying
Create Marker tool
creating
descriptive values and types
displaying
levels of
moving
naming
on clips in animation mixer
over a range of frames (Create Marker tool)
scaling
selecting
marking parameters
for animation
for transformations
marking sets
adding to or removing from
creating
deleting
selecting objects with
setting keys with
mask options
mass
ICE particles
rigid bodies
master, distributed rendering
mat-mentalimages_shaders_FastSubsurfaceScatteringLambertGammaShader
match move
applying
perspective transform
rendering options
matching
action clips
transformations
MatchUVW
target types
material libraries
about [1], [2]
creating
current, setting
default
deleting
exporting
external
importing
importing by reference
internal
referenced
referenced, updating
renaming
storing
updating referenced libraries
viewing in material manager
xsiml file type
material manager
about
assigning materials to objects
checkmarks (material used by)
creating material libraries
creating new materials
custom user tabs (favorites)
deleting material libraries
deleting materials
deleting unused materials
duplicating materials
exporting libraries
importing material libraries
managing material libraries
referenced material libraries
material menu, applying surface shaders with
material node
about
inputs
realtime input
material panel
about
material phenomena
material tag map
transferring
material tags map
Ultimapper, activating in
materials
about
and cluster overlap
applying in ICE
applying to objects
assign material command
assigning
assigning in branch (to a hierarchy)
assigning to polygon clusters
assigning to selected polygons
copying from one object to another
creating
creating and assigning to objects
scene material
deleting
deleting unused
duplicating
editing properties
editing shared properties
explorer, viewing in
finding which are used by objects
finding which ones use image clips
library
local
local, changing cluster display order
local, managing overlap
making local to branches
material node
on CrowdFX actor envelopes
picking from scene elements
polygons meshes
preset manager and
referenced models and
removing from objects
renaming
scene material
selecting objects that use
shaderballs in material manager
surface shaders and
texture layer editor, accessing from
transferring and merging
unassigning
used by
using preset manager
viewing in the explorer
math operators
in action clips values
in expressions
in text boxes
mathematical expressions
matted hair
mattes
obey matte
render pass
maximizing
floating views
viewports
Maya
interoperability with Softimage
Maya interaction mode [1], [2]
keying method preference
zooming in animation mixer
zooming in dopesheet
MCP (main command panel)
Medial Axis tesselation method
memo cams
memory profiling
memory requirements for rendering [1], [2]
memory sets marking sets
memory-mapped textures [1], [2]
about
creating automatically [1], [2]
creating manually
distributed rendering
mental images file formats
getting information about
mental ray
distributed rendering
menus
adding items to
context [1], [2]
customizing
drop-down
main (main menu bar)
pop-up
tearing off
merge painting (2D paint)
frame offset, setting
MergeScene
merging
action clips into sources
animation layers into base layer
clusters and properties
curves
fields
hair interpolation
multiple simulation environments
polygon meshes
polygon meshes with ICE
scenes as models
surfaces
mesh splitting factor
about
meshes
assembling surface
polygon
splitting during rendering
surface
meshing point clouds
messages
render verbose
metacurve region in fcurve editor
mi archives
about
creating from render region
exporting objects
exporting scenes
mental ray options for generation of (reference)
subdivision geometry shaders
MI_ENABLE_PIPE_MODE
MI_FORCE_OLD_BSP
MI_OUTPUT_HELPER_DISABLED
MI_RAY_HOSTSFILE
MI_RAY3_SERVICE [1], [2]
MI_ROOT [1], [2]
mi2 format
exporting
rendering
MIA files
about
generating
loading as stand-ins
MIDI board (PC1600) device driver
MIDI keyboard device driver
migrating preferences
minimizing
floating views
Minimum Polygon Count tesselation method
mipmapping
MipMapping pyramid mapping
mirroring
also symmetry
envelope weights
slope orientation on function curves
Mix mode (mixer shader)
mixed viewing mode
mixer\ \
animation mixer
mixing
audio with animation
texture layers
weights for clips in animation mixer
mixing modes
texture layers
mocap, motion capture data [1], [2]
Model toolbar
modeling construction region
modeling relations
about
and shrinkwrap
models
about
and object render archives
and shape animation
animation mixer and
converting local to referenced
converting referenced to local
copying action sources between
copying animation between using the dopesheet
copying compound sources between
copying mixer information between scenes
copying objects between scenes
creating
creating from predefined human
exporting [1], [2]
extracting thumnails from
for character animation
image clips and
importing
importing and exporting animation mixers
importing local
instantiating
local
locking
merging scenes as
namespace
namespaces of
opening mixer for
organizing objects into structures
pre-built heads
re-importing
referenced [1], [2]
selecting
shading
sharing actions between
sharing animation between scenes
transferring shape animation
version saved with (exported only)
modes
bounding-box display
constant display
final gathering
hidden line-removal display
rotation
scaling
shaded display
texture decal
textured decal display
translation
modifier stack see operator stack
Modify Particle Color compound
Modify Particle Size compound
Modulate by Null compound
Modulate by Volume compound
Modulate Value by Age compound
Modulate Value by Age Percentage compound
Modulate Velocity Over Time compound
modulating
shapes with weight maps
moiré effect, removing
moment of inertia, rigid bodies
morphing images and sequences
morphing\ \
shape animation
motion blur
about
and antialiasing
and displacement
and intensity clipping
and motion sampling
and object render archives
and shadow maps
center on frame
custom vectors
defining
deformation motion steps
end on frame
for hair
for ICE particles
for shape deformation
mip_motion_blur shader
mip_motion_vector shader
optimizing
property for cameras
property for deformations
property for groups
property for objects
rasterizer
rasterizer sampling settings
raytracing
rendering per pass
rotational
scanline
shutter speed (mental ray)
shutter speed (scene)
start on frame
transform motion steps
troubleshooting
user motion
Motion Builder template rig
motion capture
changing bone axis alignment
in Face Robot
motion capture data
about [1], [2]
Acclaim files
adding offsets to
applying normalized motion files to rig
Biovision files
blending with inverse kinematics
cleaning up function curves
deform motion of bipeds on tracks
editing function curves from
editing high-density function curves
importing files
plotting retargeted animation into fcurves
retargeting BVH (Biovision) files to rig
retargeting C3D files to rig
retargeting mocap data file to rig
saving in normalized motion files
tagging rig elements for retargeting animation
motion guidespaths
motion mixer animation mixer
motion path action\ \ paths
motion render channel
motion trails
motors for rigid body constraints
mouse
device driver for
information and status line
three-button
mouse wheel
zooming
MOV (Apple QuickTime) files [1], [2]
MOV files
creating from rendered sequences
move component tool
in texture editor
Move Point tool
polygon meshes
Move Towards Goal compound
movie files
creating from rendered sequences
moving
joints to resize bones
also translating
Mudbox
interoperability with Softimage
Multi Goal Sequencer compound
multi-resolution texture mapping pyramid mapping
multi-thread rendering
multiknots
creating on surfaces
curves
in surface meshes
removing on surfaces
surfaces
multiple-linked parameters
multiple-point constraints
multiplicity (of knots)
about
multiplicity of knots
muting
animation
animation in dopesheet
animation in keying panel
animation layer
audio
clips in animation mixer [1], [2]
cloth simulation
constraints
deformations
dynamics operator for hair
envelopes
forces
function curves
parts of action clip
parts of action sources
rigid body collisions [1], [2]
rigid body constraints
rigid body simulations
soft body
texture layers
tracks in animation mixer
transitions between clips in animation mixer
MW_TMPDIR
MWHOME
MWIGNORE_DESKTOPINI
MWREGISTRY
MWWM
MYMEDIAPATH
MYPROJECTPATH
N
nailing
cloth areas
name collisions, scripted operators
named selection
components
named selections
objects
names
about
finding elements by
of elements in layouts and relational views
of layouts and relational views
of toolbars
selecting by
valid characters
namespaces
in models
natural forces
on cloth
on hair
on rigid-body objects
natural forces forces
navigation tools
autokeying while using
dolly
drive
fly
nav/dolly
orbit
pan and zoom
pivot
rectangular zoom
roll
track
walk
zoom on cursor
zoom, rectangular
nCache file format
caching files
Neighboring Particles force compound
net, curve
netview
about
configuring
proxy server
running scripts [1], [2]
neutral poses
skeletons
NLA
animation mixer
node selection
nodes (render tree)
collapsing and expanding
connecting
copying and pasting
disconnecting
renaming
noise
adding to rendered ICE particles
reducing on function curves
non-fixing point [1], [2]
non-manifold polygon meshes
non-planar polygons [1], [2]
non-rendering objects\ \ implicit objects, control objects
non-uniform parameterization
non-uniformparameterization
nonlinear animation\
animation mixer
normal map
generating
transferring
Ultimapper, activating in
normal maps
bump mapping with
normalized
animation mixing
mixing for shapes
normalized motion (.motor) files
applying to rig
saving animation in
normalizing, envelope weights [1], [2]
normals
about
angle-based
changing display size
constraining object to
dispalying
displaying on polygon meshes
explicit, see user normals
modifying, see user normals
on polygon meshes
on polygons [1], [2]
on selected components
on surfaces [1], [2]
tweaking
user
user normals in ICE
normals-based envelope assignment
nudging
scene elements [1], [2]
Null Controller force compound
null parent object, see transform groups
nulls
about
changing shape
creating shadows
filtering ICE particle emission by
modifying ICE particles values when inside shape
NURBS
about
also curves, surfaces
NURBS boundaries
O
obey matte
about
enabling
inverting
OBJ files
exporting
importing
object manipulation mode
rotating components
scaling components
translating components
object model
accessing online help
object pivot
object render archives
object view
about
view menu options
working with
object visibility
reflection options
refraction options
transparency options
objects
aligning
annotating (comments)
basic types
clones
clones of
control
deleting [1], [2]
deselecting
display options
duplicating
exporting to dotXSI [1], [2]
exporting to dotXSI (Crosswalk)
exporting to object render archives
geometric
groups
hiding/unhiding
in hierarchies
isolating in geometry views
modifying multiple [1], [2]
namespace
naming
organizing into structures
reordering
selectability
selecting
shadows only
unhiding
obstacles
and cloth
and hair
and soft body
disconnecting [1], [2], [3]
ICE particles flowing around
rigid body, ICE
occlusion
ambient ambient occlusion
reflective
ODE rigid body dynamics engine
offloading
external action sources
parts of an action source
offset effect
for action clips
offset map
for action clips
Offset operator
Offset Particles from Emitter compound
offsets
to mocap data
offsetting
animation [1], [2]
between constrained objects
keying effect in action clips
polygon contours
simulation frame range
values in action clips
offsetting object's pose in animation mixer
OGL
hardware shaded
OM\ \ object model
On-Frame-Change Script Command
onion-skinning ghosting
OnSelectionChange Command
OpenGL realtime shaders
2D textures
displaying in 3D views
multi-texturing
register locations (glsl program)
texture setup
texture targets
vertex attributes (glsl program)
vertex shaders (setting up with glsl program)
viewing CrowdFX actor instances
opening
curves [1], [2]
primitives
surfaces [1], [2]
operations
entering math in text boxes
redoing
undoing
operator selector FX Operator Selector
operator stack
about
collapsing operators
disabling top
enabling top
envelope weights
freezing
hair [1], [2]
modifying operators
moving operators
order
topology operators
weight maps
operators
about
changing order
collapsing
custom
deleting from stack
FX, muting
grouped
scripted\ \ scripted operators
types
optimizing
performance and memory
render time for hair
Orbit Around Controller compound
orbiting
around selections
ICE particles around object
speed, adjusting
with camera
orientation
aligning root with first bone in chain
blending effector's with last bone's
chain effector with last bone
constraints
ICE particles
linking to a parameter
linking with shape pose
origin
orthographic cameras
output
ports and shaderball
shaders
output format
preferences
output options
output path templates
outputs from shaders in render tree
overlapping points
selecting
overrides
about
adding parameters and properties to
creating
deleting
on global renderer options
on parameters
on properties
on shader parameters
property with models
render tree and [1], [2]
P
Paint
2D
paint brush tool (2D paint)
paint selection tool
paint tools
brush properties
paint tool (weights)
paint vertex color tool
push paint
painting
brush properties [1], [2], [3]
colors on vertices
envelope weights
on subdivision surfaces [1], [2]
paint modes
Push Paint
shapes with weight maps
symmetrically
weights
panels
Constrain
Edit
Select
Transform
panes
in layouts and relational views
panning
in a rotoscoped view
in animation mixer
in dopesheet
in fcurve editor
speed
panning also tracking
par manipulation mode
rotating objects
translating objects
param, variable in action clips
Parameter - Edit Custom Parameter Sets
Parameter - Edit Parameter Definition
Parameter - New Custom Parameter
Parameter - New Custom Parameter Set
Parameter - Remove Custom Parameter
parameter connection editor [1], [2]
parameter curves
see function curves
parameter maps
specifying with wildcards
parameterization
about
centripetal
chord-length
curves
non-uniform
surfaces
uniform
parameters
bracketing
changing values with virtual sliders
custom
displaying in 3D views
editing in property editors
editing in text boxes
editing using sliders
linking
locking
marked
overrides
proxy (cloned)
randomizing
randomizing when sampling
sampling
setting keys for
storing in actions
tagging
parametric geometry approximation
parent constraint
parent constraint, see pose constraint
parent-child relationships between objects (hierarchies)
parenting
also hierarchies
parsing scripts
Particle Density shader (ICE)
Particle Gradient Fcurve shader compound
Particle Gradient shader (ICE)
particle ID
filtering using
Particle Renderer shader compound
Particle Shaper shader compound
Particle Strand Gradient shader compound
Particle Volume Cloud shader (ICE)
particles
meshing
transforming objects
user data on
particles, see ICE particles
partition clusters [1], [2]
partitions
about
adding elements to
applying properties to
applying shaders to
background lights
background objects
copying
creating
deleting
displaying in explorer
empty
namespaces
removing elements from
selected objects in
versus groups, etc.
passes
about
active camera
ambient
ambient and diffuse
anatomy of
applying shaders to
beauty
changing current pass in scene TOC
creating
current pass
custom
default (beauty)
deleting
depth
diffuse
duplicating
highlight
Image Based Lighting
inserting in FX Tree
layers and
locking
matte
multi-camera passes
namespaces
partitions
presets (factory)
presets (saving)
reflection
refraction
render slate for
reordering
see also render channels
selective shadow
shadow
specular
types
Z-depth
patches
PATH
path animation, see paths
path controls
paths
about
animating chains on
constraining objects to curve
controlling flipping for up vector
converting object translation to
creating from keys
custom files
deleting
duplicating objects on
editing the curve
editing the timing
elements in explorer
locking keys on
percentage function curve
removing
setting objects on
storing animation in actions
substituting curve
tangency
trajectories
viewing information
workgroups
paths (file)
in browser
mapping between Unix and Windows
presets
searching
templates for building
PC2 (PointCache2) file format
pencil tests
penumbra (soft shadows)
performance profiling
permanent reference planes
perspective cameras
phenomena
material
phonemes
adding
displaying shape keys in dopesheet
moving
removing
scaling (resizing)
splitting
switching
Phong
default material
shading model
photon
diagnostic rendering mode
photon maps
about
file name and location
rebuilding
photon shaders
photons
anatomy of
caustic and global illumination effects
controlling effect
controlling with irradiance
depth [1], [2]
maximum depth
multiplier
number of
preparing objects for
preparing the scene for
rebuilding photon map
reflection
refraction
render region
rendering
tips & troubleshooting
volume
with render tree
workflow
Physical Sky shader setup
physX
actual shape for collision geometry
convex hulls for collision geometry
rigid body dynamics engine
static and dynamic friction
picking
picture files
comparing with diffpic standalone
comparing with imf_diff standalone
compositing
fields
merging fields of
sequential
viewing with si3d_flipbook standalone
picture standard
pin constraint ball and socket constraint
pinning
cloth areas
constraining object in place
pinning texture sample points
pivot
activating/deactivating
animating
animation pivot
compensation
displaying
for transformations [1], [2]
in texture editor
object pivot
setting
pivot point
pivoting
with camera
pixel probe
pixel zoom
planar polygons [1], [2]
planar texture projection (XY, XZ, YZ)
plane manipulation mode [1], [2]
rotating components
rotating objects
translating components
translating objects
planes
XYZ
planting pinning
playback
audio
choosing what's updated (update mode)
controls
cursor in animation editor
cursor in timeline
default frame rate
disabling v-synch on graphics cards
frame format
frame rate
in only one viewport
looping animation
optimizing speed in viewports
realtime
realtime in flipbooks
running scripts automatically on frame change
scrubbing
setting range of frames
setting start and end frames
simulation modes
tracks in the animation mixer
Playback menu
playblast
playing
animation
clips in animation mixer
flipbooks
hair simulations
Plot - Curve
plotting
animation into one source
cloth deformations
curves [1], [2]
IK/FK blend on chains
retargeted animation into fcurves
shape animation
soft body deformations
Plugins operators
about
point clouds
meshing
Point force compound
point locator, see surface location
point objects nulls
Point Oven plug-ins
points
about
adding to curves
animating
beveling on polygon meshes
brushing
cleaning when dissolving components
collapsing on polygon meshes
copying on polygon meshes
deforming
deleting from curves
deleting on polygon meshes
disconnecting
dissolving on polygon meshes
editing on shapes in garbage mattes
extruding along a curve
extruding along an axis
extruding along normals
filtering on polygon meshes
moving
moving in relative mode
normals on selected
on curves [1], [2]
on polygon meshes
on surfaces [1], [2]
proportional modeling
rounding
selecting
selecting adjacent
selecting islands
selecting loops
selecting on hair objects
selecting on polygon meshes
selecting overlapping
selecting ranges
sliding
symmetrical manipulation
transforming [1], [2], [3], [4]
welding on polygon meshes [1], [2]
points of articulation\ \ joints
points, final gathering
Poly. Mesh - Add Edge Tool
Poly. Mesh - Add Polygon Tool [1], [2]
Poly. Mesh - Add Vertex Tool
Poly. Mesh - Bevel Components
Poly. Mesh - Birail
Poly. Mesh - Blend
Poly. Mesh - Boolean
Poly. Mesh - Bridge Boundary Points/Edges
Poly. Mesh - Bridge Polygons
Poly. Mesh - Collapse Component
Poly. Mesh - Curve Net
Poly. Mesh - Delete Component
Poly. Mesh - Disconnect Components
Poly. Mesh - Duplicate Polygons
Poly. Mesh - Duplicate Polygons Along Curve
Poly. Mesh - Extract Polygons
Poly. Mesh - Extrude Along Axis
Poly. Mesh - Extrude Along Curve
Poly. Mesh - Extrusion - 2 Profiles
Poly. Mesh - Extrusion Along Axis
Poly. Mesh - Extrusion Along Curve
Poly. Mesh - Filter Edges
Poly. Mesh - Filter Polygons
Poly. Mesh - Four Sided
Poly. Mesh - Inset Polygons
Poly. Mesh - Inverse Normals
Poly. Mesh - Invert Polygons
Poly. Mesh - Knife Tool
Poly. Mesh - Local Subdivision
Poly. Mesh - Loft
Poly. Mesh - Merge
Poly. Mesh - NURBS to Mesh
Poly. Mesh - Revolution Around Axis
Poly. Mesh - Revolution Around Curve
Poly. Mesh - Slice Polygons
Poly. Mesh - Split Edge Tool
Poly. Mesh - Split Polygon Tool
Poly. Mesh - Subdivide Polygons/Edges
Poly. Mesh - Subdivision
Poly. Mesh - Weld Boundary Points/Edges
Poly. Mesh - Weld Two Points
Poly. Mesh Curves to Mesh
polygon meshes
about [1], [2]
adding components
beveling components
birail
blending
Boolean operations
boundaries [1], [2]
bridging edges
bridging polygons
building from curves
cleaning up
components
converting from surfaces
copying components
creating
creating from curves
creating from text
curve net
deforming components and clusters
dicing
disconnecting components
drawing
duplicating polygons along a curve
duplicating polygons along an axis
editing components
exploding from curves
extracting curves from edges
extracting polygons
extruding (2 profiles)
extruding components along a curve
extruding components along an axis
extruding components along normals
extruding curves along axis
extruding curves along curves
faceted
filtering components
four sided
from text
geometric approximation
growing the selection
insetting polygons
inverting
inverting polygons
knifing
lofting
materials
merging
meshing
non-manifold
normals [1], [2], [3]
offsetting polygon contours
points
polygonizing
polygons
pre-built face models
preferences
quadrangulating
reducing polygons
removing components
revolving curves around axes
revolving curves around curves
rounding components
selecting adjacent components
selecting components
selecting islands
selecting polygon outlines
slicing
smoothing
subdivisions when generating
symmetrizing
textures
transforming components and clusters
triangulating
valid
welding edges
welding points
also subdivision surfaces
Polygonizer
polygons
about
adding
animating
beveling
bleeding in the texture editor
bridging
collapsing
color painting
copying
cutting
cycling
defined
deforming
deleting
dicing
direction of vertices
disconnecting
displaying hidden
dissolving
duplicating along a curve
duplicating along an axis
extracting
extruding along a curve
extruding along an axis
extruding along normals
filtering
flipping
hiding
insetting
internal edges
inverting
knifing
local materials [1], [2]
local materials and textures
local textures
mirroring
moving in relative mode
normals [1], [2]
normals on selected
offsetting contours
planar versus non-planar [1], [2]
quadrangulating
reducing
rotating
rounding
selecting [1], [2]
selecting adjacent
selecting based on number of sides
selecting islands
selecting loops
selecting outlines
selecting ranges
slicing
sliding
splitting
subdividing
surrounding when selecting
symmetrizing
tesselating
transforming [1], [2], [3], [4]
visibility property on
polylines
polymatricks property editor
polymesh hulls
polymeshes
polynode bisectors
setting preferences for
texture editor, displaying in
pop-up explorer
in Schematic view
pop-up explorers
popping hair
pose constraints
for character rigs
pose offsets
and ghosting overlapping clips
on action clips
pose-based shape deformations
pose-to-pose animation
in animation mixer
merging static poses into sources
using animation mixer for
poses
creating in Face Robot
default for skeletons
for skeletons
static actions
position constraints
positional continuity on NURBS
Post Simulation construction region (ICE)
post-process \ image process
preferences
about
animation mixer
display
exporting
for drawing polygons
Fx viewer
importing
interaction modes
language
migrating
number of undo levels
output format
restoring
setting
transformation
Preferences window
preferred angles
drawing chains
for joints
preferred axis of rotation for chains
preferred rotation for bone
resetting [1], [2]
premultiplication
texture layer color input
preset curves
for profile (non time-based) curves
preset manager
for materials
presets
about
adding to toolbars
cloth or soft body properties
creating thumbnails (setthumb)
envelopes
extracting thumbnails (getthumb)
finding
for action sources
for expressions
for render trees
for shaders
for shape keys
loading
render hairs
saving
scripted operators
previewing
a rendered frame
active camera
layers
render regions
saving previewed frame
selection
simulations with ghosting
primitive - light
primitives
about
getting
opening and closing
start and end angles
subdivisions
printver standalone
profile curve editor
about
preset curves in
profiling performance
ICE trees
scenes
progress window, rendering
project manager
projecting curve onto surface
projection method (camera)
projects
about
active
adding to list
automating lists
creating
default
deleting
folder structure
invalid
lists
opening
saving
Prop option
propagation
materials in hierarchy
of properties in a hierarchy
properties
about
annotation
applying
color
editing in property editors
for multiple elements
overriding
presets
propagation of
propertyfixup groups
reusing
selecting
transferring and merging
types of
viewing propagation
property
custom
Property - Brush Properties
Property - Geometry Approximation
property - lens flare
property - motion blur
Property - Paint Properties [1], [2], [3]
Property - Paint Tool
Property - Paint Vertex Colors Tool
Property - Point Oven Morph
Property - Polygon Cluster Visibility
Property - Symmetry Map
Property - Transform Setup
property - volumic
property editors
about
and render tree nodes
and texture layers
creating your own
displaying [1], [2]
docking in viewports
editing properties in
focusing
for multiple elements
keyframing parameter values in
locking
opening from schematic views
recycling
tab-style
property maps\ \ weight maps
PropertyFixup groups
proportional guide for rigs
biped
dog leg biped
quadruped
proportional modeling [1], [2]
brushing hair
proportional volume
about
and envelopes
proxies
image image proxies
PROXY
proxy parameters
about [1], [2]
creating
deleting
displaying in 3D views
renaming
pseudo-roots for pinning subchains
puffing hair
purely implicit projections
push deformation
Push Paint tool
pyramid mapping
PYTHONHOME
PYTHONPATH
Q
QT (Apple QuickTime) files [1], [2]
quadrangulating polygons
quadrupeds
control set
creating rig from guide
foot roll
predefined rigs
proportional guide for creating rigs
roll division
synoptic view for rigs
quaternion rotations
about
converting to and from Euler
editing function curves
keying
linking a parameter to an object's orientation
mixing in animation mixer
spine for skeletons
spine for skeletons in rig
queries
queries, custom spreadsheet
also spreadsheet
Quick Filter box
Quick Loop
quickstretch
about
deformation modes
R
radius
final gathering
radius, brush
rail\ \ birail, extruding
random values in text boxes
Randomize Around Value compound
Randomize Color compound
Randomize Color Using Gradient compound
randomize deformation
also shape jitter deformation
Randomize Direction compound
Randomize Emitter Value compound
Randomize Rotation by Cone compound
Randomize Value by Range compound
Randomize Vector by Cone compound
randomizing
ICE particle values
parameter values
when sampling parameters
range of frames for timeline
ranges of components
selecting
rapid motion blur see rasterizer
raster motion render channel
raster paint
about
also 2D paint
clips, locating in the explorer
getting clips
managing changes to frames
rasterizer
rate
ICE particles
raw function curves
converting to standard
editing
ray3.exe
rendering
ray3hosts file, distributed rendering
raycast selection tool
also rectangle-raycast selection tool
rayhosts file
distributed rendering
rayserver (raysatxsi5_0server, ray3xsi5_0server), distributed rendering
raytraced shadows
raytracing
antialiasing filters
rendering method
raytracing depth
and toon trace depth
realtime playback
about
in flipbooks
rate percentage
with fast playback
realtime shaders
about
and mental ray shaders
and the render tree
blending
blending modes (dx draw)
blending modes (glsl program)
blending modes (ogl 1.3 draw)
blending modes (ogl particle)
displaying in 3D views
effects files (.cgfx and .fx)
effects parameters
fragment shaders (glsl)
graphics cards and drivers
image clip memory management
pixel shaders (about)
render tree
rendering to file [1], [2]
vertex attributes
vertex shader input semantics (effects shaders)
vertex shaders (about)
receivers
caustics
global illumination
shadow
recombing hair
recovery journal file
rectangle selection tool
rectangle-raycast selection tool
rectangular marquee (2D paint)
redoing
undone changes
reducing
polygons
ref manipulation mode
about [1], [2]
rotating components
rotating objects
scaling components
translating components
translating objects
reference frames
clusters
components
objects
of components
reference planes
about
activating
creating
deleting
options
symmetrizing polygons
symmetry and
transforming with
types
reference poses
\\ also neutral poses
about
for skeletons
resetting
returning to
referenced files
saving
searching and replacing
referenced models
about [1], [2]
animating
changing resolution
committing changes
constraints and
converting from local models
converting to local
creating
deltas
envelopes and
events
image clips and
importing
materials and
modifying
modifying in scene TOC
multiple resolutions
nested
offloading
rigid boides and
updating
weight maps and
references in ICE
context of
exposing in compounds
reflection
about
caster
controlling with textures
setting values for
visibility
visibility options, setting
reflection channel
reflection maps
about
environment only reflections
raytraced reflections and
reflective occlusion
reflectivity maps
refraction
about
caster
common values of
real-life values
visibility
visibility options, setting
refraction channel
regex [1], [2]
region tool
regions
of function curves
on dopesheet tracks
render regions
regular expressions [1], [2]
relational views
about
creating and editing
defining panes and framesets
defining relationships
removing
setting pane content
XML syntax
relations
in schematic views
modeling
relations, clips in animation mixer
relationships
in relational views
relative input for math operations
relative mode
relative values
for linked parameters
relaxing
geometric components
relaxing constraints removing, constraints
removing
animation
animation from function curves
clips from tracks in animation mixer
constraints
flat (static) function curves
keyframes in a property editor
knot curves
knots from curves
link animation
polygon mesh components
up-vector constraints
renaming
clips in animation mixer
color at vertices properties
objects
scenes
shape keys
texture layers
Render - Preview
Render - Refresh
render archives
render channels
about
adding channels for a pass
available channels
built-in channels
custom channels
defining framebuffers
output format options
preset channels
store in channel shaders
render engine
choosing
render hairs
about
adding
cutting (cut map)
density map
displaying [1], [2]
frizz
kinks and waves
number of
percentage displayed [1], [2]
percentage rendered
presets
randomly scaling
segments (resolution)
splaying
thickness
also guide hairs, hair, and styling hair
render manager
render map
render options
about
changing in scene TOC
copying
geometry hair toggle
large mesh splitting factor
output format preferences
split factor
subdivision geometry shaders
tile order
tile size
render passes passes
render progress window
render regions
accuracy slider for
auto-refreshing
caustics
closing
comparing
copying options
creating (drawing)
display modes
global illumination
hiding
moving
options
preferences
previewing ICE particles
previewing interactively with
recalling
refreshing
resizing
rotoscoped images in
sampling
saving
selected objects, rendering
Show Alpha
Show Depth
Show RGB
Show Tags
storing
tracking objects with
render slate
render tree
about
adding nodes to
applying textures
assigning texture projections to nodes
bird's eye view
building trees
collapsing and expanding nodes
connecting collapsed nodes
connecting hair shaders in
connecting nodes
copying and pasting nodes
deleting nodes
deleting unconnected nodes from workspace
disconnecting nodes
displacement examples
displaying thumbnails in
framing nodes
getting image clips
inserting conversion nodes
inserting nodes
layers port groups
moving nodes
navigating in workspace
node colors
opening shader property editors
optimizing
panning and zooming
realtime shaders
rearranging nodes in workspace
renaming nodes
replacing nodes
selecting nodes
shader compounds
shaderballs on nodes
showing connections only on nodes
snapping nodes to grid
texture layers, about
texture layers, adding blank layers
texture layers, adding ports to
texture layers, base layers
texture layers, connecting shaders to
texture layers, creating from shader presets
texture layers, deleting
texture layers, disconnecting
texture layers, editing properties
texture layers, reordering
tips & troubleshooting
rendering
batch
batch options
cameras
caustics
channel width
compositing passes
diagnostic modes
distributed (multiple computers) [1], [2], [3]
effects
effects from the command line
faces of objects
fields
final gathering
global illumination
global options [1], [2], [3], [4], [5], [6]
hair
hardware
image format
image process
interactively from interface
interface methods
large meshes and scenes
large scenes, options for
layers
memory limit
mesh splitting factor
messages
methods
motion blur
movie files, creating
multi-thread
multiple computers
multiple processors
number of hairs
optimizing with passes
passes, current, selected, or all
previewing a frame
ray3.exe
raytracing
resolution
scalability options for large scenes
scanline
scripts
segmented for hair
selection only
shadows [1], [2]
subregion [1], [2]
task size
tile order
tile size
toon pass
verbosity in messages
workflow
RenderMap
about
ambient occlusion map, generating
clusters, applying to
creating for multiple objects
depth map, generating
generating
illumination map, generating
multiple objects
normal map, generating
property, applying
satellite rendering and
surface attributes, deactivating
surface color map, generating
surface position map, generating
texel coverage map, generating
U and V basis maps, generating
workflow overview
reordering
elements in explorer
objects in schematic view
reparameterizing
curves
surfaces
repeating commands
reprojecting
texture projections
resampling
function curves
resetting
transformations
viewports
resolution plane
for chains
restoring
floating views
preferences
viewports
retargeting animation
adjusting retargeted data
applying normalized motion files to rigs
BVH (Biovision) files to rig
C3D mocap data files to rig
deforming biped motion on tracks
loading tag templates
mocap data in file to rig
plotting retargeted animation on rig as fcurves
saving animation data in normalized motion files
tagging rig elements
retiming
animation on fcurves
reversing
animation
reversing animation
timewarps
revolving
curves around axes
curves around curves
RGB
Intensity (mixer shader)
show RGB in render region
rich text files
exporting
importing
rigid bodies
ICE particles
referenced models and
rigid body
accuracy of simulation and collisions
active and passive
actual shape used for collision geometry
applying to objects
ball and socket constraint
bounding shapes for collision geometry
caching simulations
center of mass
cloning
collisions
compound shapes
constraints between rigid bodies
convex hulls for collision geometry
creating
dynamics engine (physX or ODE)
fixed constraint
forces on
ghosting on
hinge constraint
initial state
moment of inertia
motors for constraints
muting collisions
muting properties for object
muting the constraints
muting the simulation
object mass
ODE
ODE collision accuracy
offsetting spring and slider constraints
on animated objects
parenting rigid bodies
physX
PhysX collision accuracy
playback modes
playing the simulation
removing from simulation
simulation environment
simulation playback range
slider constraint
Softimage units
spring constraint
tips for working with
workflow overview
rigs
action sources in
arms and finger controls
belly control
biped and biped dog leg controls
biped hierarchy setups
biped proportional guide
Character Development Kit for SDK
character key sets in
constraints in
control splines for faces
controlling constraints between rig and shadow rig
creating biped dog leg rig from guide
creating biped from guide
creating quadruped from guide
default transformation values
deleting and duplicating elements in guide
dog leg biped proportional guide
ear controls
for character animation
head and neck controls
Motion Builder template
nulls in
predefined biped
predefined quadruped
quadruped controls
quadruped proportional guide
quaternion rotation spine
roll division for bipeds
roll division for quadrupeds
scaling control objects
setting volume controls for approximating body envelope
shadow
shadows of chain elements
springs in controls
tail controls
using pose constraints
zeroing out controls [1], [2]
rimlights
toon shaders
ripple option
for keys in timeline
in animation mixer
in dopesheet
in fcurve editor
roll division
biped rigs
quadruped rigs
Roll Particles compound
roll-frame normal for path
rolling
bone in an IK chain
ICE particles
with cameras
roots
aligning with first bone's orientation
in hierarchies
of chains
shadows for chain elements
rotation
ICE particles
rotational acceleration (quickstretch)
rotational velocity (quickstretch)
rotations [1], [2], [3]
add manipulation mode
animating
centers and
changing order of for bones
clusters
COG mode [1], [2]
components [1], [3], [4]
continuous, fcurves
editing multiple values numerically
global manipulation mode [1], [2]
hair
interaction speed
keying all bones in a chain
keying in animation layers
limiting joint movement
limits
limits for chain joints
local manipulation mode [1], [2]
manipulation modes
manipulator
numerical
object manipulation mode
order of
par manipulation mode
pivot
plane manipulation mode [1], [2]
plotting
quaternion
ref manipulation mode [1], [2]
relative to mouse pointer
see also transformations
setting the pivot [1], [2]
view manipulation mode [1], [2]
with manipulator
rotoscopy
about
activating
for character animation
frame rates and
in render region
picking colors from
zooming and panning
rotospline garbage mattes
rounding
polygon mesh components
RTF files
exporting
importing
S
sample points
"all" selection
about
cluster selection
collapsing
edge selection
island selection
matching in the texture editor
moving
on polygon objects
pinning
polygon selection
proportional editing
reprojecting
selecting
selecting from viewport
selecting in the texture editor
selection filters
transform using move component tool
transform using pivot
transform using UV position boxes
vertex selection
sampling
filtering
parameters
unified
using
sampling rate
audio
satellite rendering
RenderMap and
saving
presets
projects
render regions
scenes
Scale Keys Sequence commands
scale orientation (shearing)
plotting animation
scaling [1], [2]
animation
bones
bones by moving joints
bump mapping and
centers and
classic
clips in animation mixer
clusters
COG mode
components [1], [3], [4]
constraints
editing multiple values numerically
global manipulation mode
hair
hair emitter object
hierarchical
interaction speed
local manipulation mode [1], [2]
manipulation modes
manipulator
numerical
object manipulation mode
on an angle
orientation
pivot
random for hair
ref manipulation mode
relative to mouse pointer
scaling orientation
setting the pivot [1], [2]
shearing
uni manipulation mode [1], [2]
vol manipulation mode [1], [2]
with manipulator
see also transformations
scanline rendering method
scanlines
interleaving
scene colors
setting
Scene Debugger
scene layer manager
about
scene layers
about
adding objects to
creating
current
default
deleting
in the explorer
locking
moving objects to
nesting
passes and
renaming
selecting
selecting objects in
setting attributes
versus groups, etc.
scene material
about
default (Phong)
Scene Search
preferences
Scene Search view
scene TOC
about
changing current pass
changing render options
changing source paths
getting version saved with scene
modifying referenced models
running postload scripts
scenes
auxiliary data
backup preferences
copying objects between with models
creating
deleting
exporting to dotXSI [1], [2]
exporting to dotXSI (Crosswalk)
extracting thumbnails from
information on scene
information on selection
large, rendering
locking
merging as models [1], [2]
moving to different project
opening
renaming
restoring from backup
saving
saving referenced files in
transporting properties between
version saved with
within projects
schematic
reordering objects
schematic view
displaying information
filtering elements in
forces in
layout of
locking
navigating in
rearranging objects in
resetting user positions
selecting elements in
showing icons
showing instance relations
sorting hierarchies
SCM (surface continuity manager)
SCN (scene) files [1], [2]
scntoc files
Screen (mixer shader)
scripted expressions\ \ scripted operators
scripted operators
about
adding connections
applying
applying presets
combining with constraints
combining with fcurves and expressions
connections [1], [2]
creating
creating on parameters
creating on properties and objects
editing
editing on parameters
editing on properties and objects
editing presets
editing variable definitions
editing variable values
editor
examples
getting connection values
getting variable values
global variables [1], [2]
help on commands
helper routines [1], [2]
in animation editor
limitations
main update routine
name collisions
removing
removing connections
removing variables
restrictions
saving as function curves
saving presets
scripting languages
setting variable values
tips and tricks
updating output connections
variables [1], [2]
viewing as graph
scripting Crosswalk
for 3ds Max
for FBX
for Maya
for Softimage
scripting languages
for scripted operators
for synoptic views
scripts
immediate mode and
in netview [1], [2]
in synoptic views [1], [2]
parsing
rendering with
running automatically
running automatically after loading scene
sharing
scrubbing
audio playback
modes and playback rates
playback cursor
to enter information in text boxes
scrubbing audio
synchronizing with animation
sculpt deformation (ICE)
SDK, Character Development Kit
search area
in 2D Tracking
searching
elements in Quick Filter box
elements in Scene Search view
elements in the explorer
second-order continuity
secondary shape modeling construction mode
secondary shape modeling construction region
Sedn to
Maya
segmented rendering
for hair
segments [1], [2]
segments of hair
Select - Extended Component Selection
Select - Grow Selection
Select - Select Adjacent
Select - Select Edge Loop
Select - Select n-Sided Polygons
Select - Select Single Object in Region
Select - SI|3D Selection Model
Select - Softimage|3D Selection Model
Select panel [1], [2]
Select Select Members/Components
selectability
selecting
about
adding to selection
adjacent components on polygon meshes
branches
branches in hierarchies
by name
by painting
clusters
components [1], [2]
components of subdivision surfaces
defining selectability
edge loops [1], [2]
extending
filtering
framesets in layouts and relational views
groups
hair components
hidden polygons
hierarchies
in explorer
in schematic views
in spreadsheet
instances
interaction models [1], [2]
islands
keyboard shortcuts
loops of components
models
multiple elements
multiple objects
n-gons
navigating components
navigating hierarchies
nodes in hierarchies
objects
objects in hierarchies
panes in layouts and relational views
polygon mesh components
polygon outlines
properties
quads
ranges of components
refining
running scripts automatically
shrinking the selection
tools
trays in layouts and relational views
trees
trees in hierarchies
triangles
visual feedback
weight maps
selection
soft proportional modeling
selection filters
components
object
properties
selection interaction models
components
objects
selection modes
components
object
selection tools
freeform
lasso
paint
raycast
rectangle
rectangle-raycast
selective lights
about
self token in ICE references
self-installing custom operators
semantics
vertex shader input semantics (effects shaders)
Send to
3ds Max
about
Mudbox
separating
polygons,see extracting polygons, disconnecting polygons
separating see disconnecting
Sequence commands
scaling and offsetting animation
sequence textures
sequences standalone
Set Instance Geometry compound
Set Particle Age Limit compound
setenv.bat
environment variables
SetMappingRule()
setthumb standalone
shader compounds
creating
difference with ICE compounds
editing basic compound properties
exposed port names
exposed port properties
how ports appear in nodes and property editors
making editable
PPG Logic
type and category
updating versions
using different versions
shader definition wizard
shader menu
applying shaders with
shader parser wizard
shader version manager
about
updating shader and shader compound versions
shaderballs
about
in material manager
in the render tree
render output ports
shaders
about
ambient occlusion
color sampler
connecting hair in render tree
conversion
environment [1], [2]
fast subsurface scattering
geometry [1], [2]
gradient
inputs and outputs
lens
light
lightmap
lightmap, color sampler
material phenomena
methods for applying
methods for deleting
methods for disconnecting
methods for editing
multiple shaders together in compounds
output [1], [2]
partitions and
passes
preset manager and
presets
realtime
realtime, rendering to file
rendering
surface
texture [1], [2]
texture layer editor, accessing from
tools
toon
types of
updating versions
volume [1], [2]
with textures
shading models
about
anisotropic
Blinn
constant
Cook-Torrance
Lambert
Phong
properties of
Strauss
shading normals
on polygon meshes
shadow maps
about
accuracy (step size) for volumic
for hair
rendering
volumic shadow maps
shadow passes
shadow rigs
about
controlling constraints between it and rig
shadows
about
area lights
casting
display for chain elements and nulls
for hair
ICE particles
nulls
optimizing [1], [2]
penumbra (soft shadows)
raytraced
receiving
rendering methods
rendering shadow maps
shadow maps, creating
shadow objects
soft raytraced shadows
soft shadows with area lights
tips, optimizing & troubleshooting
troubleshooting
types of
umbra
umbra (soft shadows)
umbra, soft shadows
shape animation
about
additive weighting [1], [2]
and envelopes
and models
and shrinkwrap
animating shapes in shape manager
applying shape keys
averaged (normalized) weighting [1], [2]
averaged and additive weighting
cluster shape combiner [1], [2]
clusters and geometry
construction modes for
copying shapes between objects, models, and scenes
creating shapes in shape manager
custom slider panel
deformations and shapes
deforming with poses
duplicating shape-animated objects
elements in explorer
mixing clips
mixing weights
modulating with weight maps
plotting shapes
predefined heads with Face Maker
reference modes (for deformations)
reference shape
replacing shape keys
saving shape keys
secondary shape modeling construction mode
selecting shape keys
shape manager
shape modeling construction modes
shape-key modes
storing shape keys
symmetrizing polygons
transferring and merging
transferring between scenes
transferring with presets
transitions
weighting between clusters
with topology operators
also shape clips, shape keys, animation mixer
shape attenuation for lights
shape clips
about
adding markers
adding to tracks
additive weighting
bouncing
compound clips [1], [2]
copying
copying between models
creating
custom sliders for setting weights
cycling
display information
extrapolation
holding frames
infinite time value
linking together with relations
locking
mixing weights [1], [2]
modes for creating
moving
muting
namespace
normalized weighting
removing
scaling
splitting
thumbnail images on
timewarps
transitions between
trimming (cropping)
weighting
shape jitter deformation
shape keys
applying selected shape keys
applying to object
copying between objects and models
displaying phonemes in dopesheet
duplicating
modifying selected key shapes
modulating with weight maps
on CrowdFX actors
presets for sharing between models and scenes
reference shape
relational link with selected shapes
renaming
replacing
saving
selecting key shapes
storing
storing for clusters
storing shape sources
shape manager
about
animating shapes in
base shape
blending shape weights
clusters
creating shapes in
custom parameter sets
editing shape weight fcurves
groups of shapes
modifying shapes in
renaming shapes
viewing shapes in
shape modeling construction mode
shape modeling construction region [1], [2]
shape sources
namespace
Shape Strand Using Curve compound
shape weight fcurves
shapes
namespace
shared image clips
shared render options
shattering hair interpolation
shattering polygon meshes with ICE
shear deformation
shearing
shearing, scaling
plotting animation
shell
see Apply Thickness
shelves
about [1], [2]
creating and editing
defining tabs
driven tabs
folder tabs
main
removing
tab display options
shifting
curves
surfaces
shortcut keys keyboard shortcuts
shrinking the selection
shrinkwrap
about
along axis
follow vertex normals
projection types
toward center
toward inner object
shutter speed, scene motion blur
SI_BROWSER_DONT_CHECK_CHILDREN_FOLDERS
SI_DISABLE_SHADERDEF_CACHE
SI_HAIR_CHUNK_SIZE
SI_HELP_PROGRAM_ENV
SI_HOME [1], [2], [3]
SI_IMAGE_PATH [1], [2], [3]
SI_LINKTAB_LOCATION [1], [2]
SI_OGL13TEXTURE_FLOAT_INTERNAL_FORMAT
SI_TXT_EDITOR_ENV [1], [2]
SI_USERHOME
SI|3D interaction mode
SI|3D selection model
for components
for objects
SICOREPATH
Simulate Bullet Rigid Bodies node
Simulate Particles node
Simulate Rigid Bodies node
simulation
spring-driven controls in character rigs
simulation accuracy for rigid bodies
Simulation construction region (ICE)
simulation environment, rigid body
simulation environments
ICE simulations
simulation time controls
simulations
forces for
sine waves
ICE particle strands
size
chain elements in skeletons
ICE particles
skeletons
about [1], [2]
animating with kinematics
changing shape of elements in
changing size of elements in
creating spines
in actions (poses)
putting in models
reference poses
reference poses stored in an action [1], [2]
rigs
setting up
shadows
storing default poses
also chains and envelopes
sketching
curves
skin shader
skin\ \ envelopes
skinning
slave, distributed rendering
slicing
also dicing
edges between vertices
polygons
Slide on Surface compound
slider constraint
for rigid bodies
offsetting attachment point
sliders
in property editors
polymorphic
virtual
sliding
components
ICE particles on objects
slope handles
changing angle and length
fixed length (SOFTIMAGE|3D style)
locking
on function curves
selecting
snapping
unified or independent lengths
slopes
of function curves
smooth deformation (ICE)
smooth operator
smoothing
envelope weights
function curves
geometric components
Snap panel
snapping
about
activating
boundaries
COG mode
filters
grid size
hair
in the texture editor
incremental
key points on function curves
manipulation modes and
options
slope handles on function curves
targets
tools that use
snapshots
see function curve buffers
snipping surfaces
soft body
creating deformation
caching or plotting deformations
choosing geometry
collisions with obstacles
combining with envelopes
muting
on animated objects
on clusters
removing
see also Lagoa
stabilizing the deformation
using Syflex ICE volume force
with envelopes and other deformations
Soft Light (mixer shader)
Softimage
exiting
interface
starting
startup options
Softimage default selection model [1], [2]
Softimage interaction mode [1], [2]
Softimage scaling
Softimage units
SOFTIMAGE|3D
drawing chains in style of
preferred X rotation as roll for bones
slope angle display for function curves
slope handle style for function curves
solving joint rotations behavior
soloing
animation layer
texture layers
tracks in animation mixer
solvers for inverse kinematics
error threshold
sorting
elements in explorer
sorting, spreadsheet queries
sound audio
sources
image
namespaces
spatial texture projection
Spawn on Collision compound
Spawn on Trigger compound
Spawn Particle Trails compound
spawning
adding attributes for spawned particles
ICE particle trails
ICE particles into different point clouds
SPDLDISABLECACHE
specular channel
specular illumination
about
in toon shading
Speech Blend operator and property editor
speech clip
about
generating for lip sync animation
speed
ICE particles
spherical constraint ball and socket constraint
spherical texture projection
Spin Particles compounds
spine deformations
about
modifying weights
spines
creating for skeleton
crunching
depth for curve
quaternion rotation
quaternion rotation in rig
rolling
scaling
spinning
ICE particles
splashing
ICE particles
spline
interpolation for function curves
Split in Space, animation mixer
splitting
clips in animation mixer [1], [2]
edges
hair interpolation
polygons [1], [3], [4]
splitting factor
SPM_HOST
Spotlight view
spotlights
3D manipulators
view from spotlight
Spread from Controller compound
spreadsheet
about
annotation query
custom queries
navigating in
opening
selecting elements in
sorting
updating display
spring constraint
for rigid bodies
offsetting attachment point
spring nets for cloth
spring operator
SpringOp
springs
accuracy of simulation
blending simulation with animation
caching simulation
damping
editing curves for dynamic properties
finding the spring operator controls
ICE rigid bodies
in rig controls
initial state
mass
muting the simulation
rest state
speed of movements
stiffness
type of spring
sprites
rendering for ICE particles
stabilizing images 2D Tracking
stack
operator
staircase artefact, controlling
stand-ins
using for ICE particle instances
standalone flipbook (flip.exe)
standalones
composite
diffpic
flipbook (si3d_flipbook)
getthumb
imf_copy
imf_diff
imf_disp
imf_info
imgconv
imginfo
imgshow
interleave
printver
sequence
setthumb
standard transition in animation mixer
start angles for primitives
start frame in timeline
starting Softimage
command line options
on Linux
on Windows
startup options command line
State compounds
state ID, ICE particles
State Machine compound
states, ICE particles
static actions (poses)
static fcurves
removing animation from
static friction
static kinestate properties
pose offset
stepped
interpolation for function curves
stereoscopic camera rig
about
creating
display modes for previewing output
rendering from
setting zero parallax plane
Stick to Surface compound
sticking
ICE particles to objects
texture projections
sticky key mode
stiffness
in chain joints
of hair with dynamics
stitching
cloth pieces
curves
surfaces
storing
actions
animation in actions
animation layers in an action source
files in projects
shapes in sources (keys)
STORMPATH
strand dynamics for ICE particles
strand multiplier for increasing hair
Strand Sine Wave Movement compound
strands of hair, selecting
strands, ICE particle
Strauss shading model
stretching
hair segments for deformations and styling
quickstretch
Stretchy mode for hair
strings
in ICE
styling hair
about
brushing
clumping
combing
copying styles between objects
deformations
freezing
locking points
merging interpolation
operator stack [1], [2]
puffing
recombing
resetting
rotating
scaling
setting length
shattering interpolation
splitting interpolation
spreading
straightening
Stretchy mode
styling operators
translating points
unlocking points
with dynamics
subchains
creating
pinning joints with pseudo-roots
removing
subcharacter key sets
subcurves
about [1], [2]
extracting
selecting
subdees or subdivision surfaces
subdividing
edges
polygons [1], [2], [3]
subdivision geometry shaders
subdivision surfaces
about [1], [2]
algorithms
Catmull-Clark
combining methods
creases [1], [2]
Doo-Sabin
emitting hair from
for envelopes
generating objects [1], [2]
geometry approximation [1], [2]
hidden polygons
hulls
levels of subdivision
linear
local subdivision
Loop
painting weights [1], [2]
pre-built face models
selecting components on
simplified wireframe
viewing
subdivisions
curves
local
primitives
subframe sampling
caching the data
for ICE simulations
updating scenes and compounds to use
subprojections
applying
contour stretch
contour stretch, selection guidelines
creating
support objects for
transforming in texture editor
transforming in viewports
subregion, rendering
substeps for ICE simulations
subsurface scattering
fast
subsurfaces
about [1], [2]
selecting
subtracting polygon meshes
SUMATRAPATH
supra keys
Surf Mesh - Assemble
Surf Mesh - Continuity Manager
Surf Mesh - Snap Boundary
Surf. Mesh - Birail
Surf. Mesh - Curve Net
Surf. Mesh - Extrusion - 2 Profiles
Surf. Mesh - Extrusion Along Axis
Surf. Mesh - Extrusion Along Curve
Surf. Mesh - Four Sided
Surf. Mesh - Loft
Surf. Mesh - Revolution Around Axis
Surf. Mesh - Revolution Around Curve
surface approximation
adjusting an object's
surface attributes
transferring
surface color map
transferring
surface continuity manager
surface curves
about
creating
extracting
selecting
using
Surface force compound
surface location
surface meshes
about [1], [2]
applying SCM
assembling
creating
for envelopes
holes [1], [2]
junctions [1], [2]
local materials and textures [1], [2]
multiknots
non-fixing points [1], [2]
snapping boundaries
surface position map
generating
surface shaders
about
applying
attaching to hierarchies
materials and
propagating
properties of
reflectivity, defining
refraction, defining
simple
transparency, defining
surfaces
about [1], [2]
adding knot curves
birail
blending
boundaries
building
building from curves
cleaning
closing
components
constraining objects to
continuity
converting to polygon meshes
creating multiknots
cubic
curve net
deforming by
deforming components and clusters
degree [1], [2], [3]
extending curves to
extending to curves
extruding (2 profiles)
extruding curves along axis
extruding curves along curves
filleting
fitting
four sided
geometry approximation
hulls
inverting
isolines
knots
linear
lofting
merging
multiknots
normals
opening
points
removing knot curves
removing multiknots
reparameterizing
revolving curves around axes
revolving curves around curves
shifting UV
snipping
stitching
subdivisions
subdivisions when generating
surface curves
swapping UV
transforming components and clusters
trim curves
sweep\ \ birail, extruding
swimming
texture projections
switchers see tray switchers
Syflex Cloth
on ICE
plug-in
Syflex ICE
2-point springs
about
basic ICE tree nodes
caching simulations
calculating physics values
collision envelope for polygon mesh objects
collisions
collisions with polygon mesh objects (actual shape)
collisions with simple bounding objects
constraints
creating cloth simulations
creating curve simulations
creating soft-body simulations
creating the geometry
damping forces
forces
gravity
mimic constraints
nail constraints
overview of workflow
pin constraints
playing simulations
pre-rolls
self-collisions for cloth
size of simulated objects
springs
volume force
wind
zipper force
Sym button [1], [2]
symmetrical manipulation
symmetry
about
brush properties
constraint
drawing chains in
drawing curves
duplicating chains in
duplication
manipulating points
mirroring envelope weights
polygons
reference planes and
user normals and
weight maps
symmetry mapping templates
symmetry maps
applying
for weight maps
on envelopes
synchronizing
audio and animation
audio with animation while scrubbing
synoptic properties
about
applying
synoptic view editor
about
displaying
options
synoptic views
about [1], [2]
applying
creating
describing hotspots
displaying
editing
for biped rig
for character animation
for quadruped rigs
images
linking to other views
linking to scripts
navigating
opening files
samples [1], [2]
saving files
scripting languages
using
system locks
SYSTEMDRIVE
T
tab-style property editors
tag channels, displaying in render region
tagging
character parts for retargeting animation
parameters
tagging, see selecting
tails
controls in character rigs
tail controls for spring
tangency
on curves
tangent handles slope handles, function curves
tangents
about
applying tangent property
automatic
editing tangent maps
exporting (collada)
exporting (dotXSI)
normal and tangent maps (Ultimapper)
transferring (Ultimapper)
taper deformation
task size, rendering
TCP/IP service protocol
using same port number for distributed rendering
tear-off menus
tearing UV samples in the texture editor
template
in 2D Tracking
templates
connection-mapping for sharing actions
output path templates
value-mapping for actions
terminators\ \ subchains
terrains for CrowdFX actors
tesselation
controlling on polygon meshes
tessellating
converting curves
texel coverage map
generating
text
about
beveling
converting to curves
creating
exploding into curves
extruding
font attributes
line attributes
textprop property
text boxes
entering property values in
math operations in
moving among
texture editor
"all" selection filter
applying subprojections
auto-show preference
auto-sync preference
bleeding polygons
checkerboard display
choosing a projection
cluster selection filter
collapsing
contour stretch type subprojections
copying and pasting UVs
creating subprojections
cycling polygons
dimming image clips
displaying image clips
displaying UV coordinate sets
edge selection filter
editing multiple UV sets
flipping polygons
healing separated points
hiding selections
highlighting connectivity
highlighting overlapping UV coordinates
highlighting texture coverage
highlighting UV island boundaries
image clips, dimming
interactive updating
inverting selections
island heal
island selection filter
lock mode
matching sample points
mirroring polygons
move component tool
moving sample points
pivot, using
polygon cluster selection options
polygon selection filter
polynode bisectors, displaying
preferences, setting
projection selection filters
relaxing polygons (the legacy way)
rotating polygons
selecting points
snap gravity
snap targets
snapping
snapping, enabling
stamping UV meshes
subprojections, contour stretch
syncing 3D view selections
tearing
texture projections and
toolbars, hiding and showing
transforming subprojections
using
using proportional
UV position boxes
vertex selection filter
texture layer editor
about
base layers in
base layers, adding
base layers, connecting ports to
base layers, disconnecting
base layers, editing properties
clearing
collapsing and expanding layers and inputs
collapsing layers
collapsing ports
dsplay order for layers
hiding layers
hiding ports
layer/port cells, selecting
layers, selecting
list view
opening
ports, selecting
preferences
resizing layers and ports
shaders, accessing
stack view
texture layers in
texture layers, adding
texture layers, adding ports to
texture layers, removing ports from
texture layers, reordering
texture layers, working with
texture projections, assigning to layers
tooltip information
updating
viewing shaders in
texture layers
adding
adding in the texture layer editor
base layers in render tree
blank layers in render tree
blending
blending modes
color input, ignoring alpha
color input, inverting alpha
color input, options
color input, premultiplying
color input, setting
color input, using alpha as
connection icon status
explorer, finding in
layer/port properties, setting
layer/port, inverting color
layer/port, muting
layer/port, scaling layer weight
layer/port, using alpha as color
locking
mask input, color input alpha, creating from
mask input, from color input intensity
mask input, from color input threshold
mask input, inverting
mask input, setting
material panel
mix weight
mixing
mixing modes
muting
properties, accessing from the render tree
properties, setting
property editors and
renaming
render tree, about
render tree, adding ports in
render tree, connecting in
render tree, creating from shader presets
render tree, deleting in
render tree, disconnecting
render tree, editing properties from
render tree, reordering
reordering in the texture layer editor
soloing
texture layer editor
weight
workflow
texture maps
creating and connecting
filtering ICE particle emissions with
ICE trees and
on hair colors
specifying with wildcards
texture projections
about
applying
applying in ICE
assigning to layers
assigning to nodes in render tree
attaching projections to projections
contour stretch UVs, stretching methods
fitting to components
freezing [1], [2]
freezing transformations
implicit
manipulating on supports
multiple objects
operator stack, dragging and dropping in
purely implicit
referencing with tspace_id
removing
renaming
reproject
specifying
specifying with wildcards [1], [2]
stick
swim
types of
texture shaders
texture supports
about
adding projections to
constraining to bounding box
manipulating projections
multiple objects
removing
transforming
texture UV coordinates
about
textured decal display type
textures
2D images
about
animating
applying
baking
deformations and
deleting
displaying in 3D views
editing on an object
local
management
memory-mapped [1], [2], [3]
mipmapping (pyramid)
missing
on CrowdFX actor envelopes
operator stack
optimizing
polygon meshes
procedural
properties
rendering
RenderMap
repeating in 3D views
sequence
specifying projections
TIFFs and LZW compression
tips & troubleshooting
workflow
thickness, applying
this and this_model, tokens in expressions
this token in ICE references
this_model token in ICE references
this, variable in action clip values
three-point constraints
threshold, sampling for aliasing
thumbnails
about
assigning to scene elements
creating for scene, preset, and external model files
creating from render regions
displaying in the render tree
extracting from scene, preset, and external model files
finding
folder in the project structure
image proxies and
managing size of
on clips in animation mixer
setting for scene elements
time
global and local in action clips
global and local in animation mixer
ICE trees and
in scene
infinite value for clips in animation mixer
also timeline
Time Control property editor
time range
time-display format
animation editor
timeline
about
choosing types of keys to display in
in animation editor
keying current values at different frames
keys in
looping playback
mini dopesheet view
playback cursor
range of frames
start and end frames
time format
viewing audio waveform in
timers
ICE particle
timewarps
applying to source
for cycled and bounced clips
in animation mixer
in clip effects
removing
retiming animation on fcurves
tips of hair, selecting
title bar
tokens
tool shaders
toolbars
about [1], [2]
adding commands to
adding custom commands
adding presets to
Animate
changing the display
creating
creating and editing
custom
modifying
removing
removing a button
tools
activating with shortcut keys
tracking active tools
toon shaders
background color
bas surface color
bulge distortion
fisheye distortion
highlights
ink lines, applying globally
ink lines, applying locally (per object)
ink lines, applying to specific objects
ink lines, blending
ink lines, compositing (transfer) modes
ink lines, controlling global color
ink lines, controlling global spread
ink lines, controlling local color
ink lines, controlling local spread
ink lines, detecting
ink lines, facet detection
ink lines, sampling
ink lines, simulating pressure
ink lines, tapering
ink lines, tapering transmitted and reflected
ink lines, texturing global
ink lines, texturing local
ink lines, unblending
ink lines, varying spread
lens
lens distortion
library of
material
paint
paint, ambience
paint, highlights
paint, rimlights
painting, base color
reflection depth
reflections, creating
refraction depth
render pass
rendering pass
rimlights
surface color
Toon Host
Toon Mixer
Toon Paint
Toon Paint Ambient
Toon Paint and Host
Toon Paint Highlight
Toon Paint Rimlight
Toon Paint Rounded
trace depth
trace depth and raytracing depth
trace depth, tapering
transparency, creating
utility shaders
topology
topology operators
and the operator stack
with shape animation
toric force (for simulation)
torus
force for simulation
track point
in 2D Tracking
tracking
3D views, tracking in
objects with render region
tracks
in animation mixer
in dopesheet
trails
spawned ICE particles
trails for animated objects
trajectories
animation on (path)
transferring
clusters and properties
Transform - Align Objects
Transform - Freeze commands
Transform - Ignore Transformation Setups
Transform - Kinematics
Transform - Match commands
Transform - Move Center to Vertices
Transform - Remove Neutral Pose
Transform - Reset commands
Transform - Set Neutral commands
Transform - Transform Components Independently in Local Mode
transform groups for parenting
transform mesh deformation (ICE)
Transform Operators
tracking 2D Tracking
Transform panel [1], [2]
editing multiple parameters
transform setup
character animation
ignoring
transformations
and object render archives
animating
animating centers
animating hierarchies
area lights
axes [1], [2]
bounding-box manipulator
branch mode
Cartesian coordinates
center
clusters [1], [2]
COG mode
components [1], [2], [4], [5]
controlling objects with particles
edges
editing multiple parameters numerically
envelopes
freezing
hidden objects
hierarchies and
ICE trees and
interaction speed
keyframing
kinematics property editor
manipulation modes
manipulators [1], [2]
marking parameters for
matching
neutral poses
nudging [1], [2]
numerical [1], [2]
offsetting in animation mixer
pivot
plotting
points
polygons
preferences
preferred tool
relative to mouse pointer
resetting
rotation
scaling
setting the pivot [1], [2]
setup
storing in actions
symmetrizing polygons
translation
trees
using reference planes
visual cues
waves
while duplicating objects
transforms
animating
transient reference planes
transitions
between clips in animation mixer
bridge for action clips
Cardinal
muting
removing
setting automatically
standard
translations
see also transformations
translations [1], [2]
animating
animating chain's effector (inverse kinematics)
clusters
COG mode
components [1], [3], [4]
creating path animation from
editing multiple values numerically
global manipulation mode [1], [2]
hair
interaction speed
limits
local manipulation mode [1], [2]
manipulation modes [1], [2]
manipulator
nudging [1], [2]
numerical
object manipulation mode
par manipulation mode
plane manipulation mode [1], [2]
plotting (position)
ref manipulation mode [1], [2]
relative to mouse pointer
setting the pivot [1], [2]
snapping multiple objects
view manipulation mode [1], [2]
with manipulator
translucency
hair
transparency
about
caster
controlling with textures
hair [1], [2]
in 3D views
setting values for
visibility
visibility options, setting
transparency map
transparency maps
creating
using alpha
tray switchers
tree deformations
tree selection
trees
about
selecting in hierarchies
tri-wings
triangles
controlling tesselation of polygon meshes
triangulating polygon meshes
triggers
for ICE particle states
trim curves
about [1], [2]
creating
deleting
extracting
selecting
trimming
audio in and out frames
clips in the animation mixer
surfaces with curves
tspace_id
tumbling
turbulence
flow for drag force
ICE particle strands
modifying ICE particle values
on ICE particles speed
turbulence force
Turbulize Around Value compound
Turbulize Color Using Gradient compound
Turbulize Emitter Value compound
turbulize mesh deformation (ICE)
Turbulize Particle Velocity compound
Turbulize Strands compound
Turbulize Value by Range compound
turbulizing
ICE particle values
turning internal polygon edges
tweak component tool
tweaking
user normals
twist deformation
Twist Strands compound
two-point constraints
type
finding elements by
U
UIWidget
Ultimapper
about
ambient occlusion options
editing tangents
maps
previewing results
using
undoing changes
number of levels
unfold texture projection
unhiding
objects
polygons
uni manipulation mode
scaling components
scaling objects
unified sampling
uniform parameterization
union of polygon meshes
unique UVs texture projection
units, Softimage
unlocking
points on hair
Unstick from Surface compound
unwelding see disconnecting
up vectors
constraints for chains [1], [2]
constraints for objects
controlling flipping with path animation
removing constraints
UpdateContext
user application data path [1], [2]
user data
about
creating a data maps
creating a template
exporting
importing
on particles
setting map values
user keywords
finding elements by
user locks
user motion
user normals
about
applying in ICE
deformations and
envelopes and
freezing
symmetry and
transferring between polygon meshes
tweaking
user tools
editing configuration files
USERNAME
UV basis maps
generating
UV coordinates
about
applying in ICE
editing multiple sets
generating automatically
meshes, stamping
non-editable
texture editor, displaying in
transferring and merging
UV position boxes
in texture editor
UV texture projection
V
v-sync
about
disabling on graphics cards for faster playback
displaying
setting
vacuum see eddy
valid polygon meshes
value-map expressions in action clips (clip effect expression)
value-mapping templates
for action clips
variables
scripted operators [1], [2]
VBScript
with scripted operators
vector
aligning ICE particles along
vector displacement maps
vector paint
about
also 2D paint
brush strokes in
flood fill
line tool in
magic wand
mask shapes operator
operator
operators, locating in the explorer
paint mask and
stroke shape, editing properties
velocity
computing for an object
limits on rigid bodies
quickstretch
velocity, see also speed
verbosity, in render messages
Verlet integration
version saved with scene
vertex colors
color at vertices
vertex shader input semantics (effects shaders)
vertices
also points
view manipulation mode
displaying local or global coordinates
rotating components
rotating objects
translating components
translating objects
view plane pivot transform tool [1], [2]
ViewCube
disabling
preferences
viewing
animation sequences (si3d_flipbook standalone)
constraint information
critical zone for chain root
display-only gamma correction
filtering chain elements
flipbooks
joint circles
joint stiffness
options in animation mixer
path information
rotation limits
rotoscoped images
sequences with scripts (sequences standalone)
shadows for chains
x-ray view of chains with envelopes
viewpoints
about
synchronizing with cameras
XYZ buttons
viewport slate
for camera information
viewports
about
capturing animation (flipbook) in
changing views in
disabling v-synch on graphics cards for faster playback
displaying frame number in
displaying frame rate in
letter identifiers of
maximizing
muting and soloing
optimizing playback for animation
playback in only one
property editor docked in
Realtime Shaders display mode
resetting
resizing
restoring
transforming subprojections in
views
browser
camera
displaying custom information
displaying element info
displaying elements by type
docked
explorer
floating
geometry
isolating objects
netview
render tree
schematic
spotlight
spreadsheet
synoptic [1], [2]
viewports
XSI explorer
virtual sliders for changing parameter values
visemes
about
corrective shapes for
creating variations
editing poses
importing
preserving shape when blending
viseme libraries
visibility
final gathering
instances and masters
photon casting and receiving
polygon clusters
reflection options
refraction options
shadow casters and receivers
transparency options
vol manipulation mode
scaling components
scaling objects
volume
adding to object
adding to scene
volume controls
approximating envelope for rig creation
volume deformations
volume shaders
about
effects
fog effect
volume shading
ICE particles
volumic lights
creating
vortex (force for simulation)
vortex deformation
W
walk cycles
cid (cycle ID) value in action clip
cid clip effect
preventing backsliding with plateau fcurve slopes
walking
with camera
warp, variable for action clips
warping
images and sequences
warps
time in clip effects
time in clips
WAV (Windows waveform) files [1], [2]
waves
about
amplitude
applying operator
circular
control objects
displacement direction
falloff
periodicity
planar
profiles
speed
spherical
spread
transforming
wavy hair
weight
token in action clip values
weight editor
weight maps
about
changing color
creases in subdivision surfaces
creating
cutting render hairs
defined
deforming with
displaying
editing numerically
envelopes
filtering ICE particle emissions with
freezing
ICE trees and
on curves
on particle emitters for CrowdFX
on shapes
on subdivision surfaces [1], [2]
operator stack
painting
referenced models and
selecting
specifying with wildcards
spine deformation
symmetry
transferring and merging
using
weight paint panel
weighting
animation layer clip in mixer
weighting the animation channels in lip sync animation
weights
custom slider panel for shape clips
envelopes [1], [2]
mirroring
mixing actions in animation mixer
mixing shapes in animation mixer
operator stack
preset in animation mixer
also envelopes, mix weights, spine deformation, transitions, weight maps
welding
edges
points on polygon meshes [1], [2]
wet hair
white hair
wiggling
of hair with dynamics
wildcards
for specifying texture projections [1], [2]
for specifying weight maps, parameter maps, or vertex color properties
wind (force for simulation)
wind force
ICE particles
Window - Close All
Window - Minimize All
Window - Restore All
window managers
windows
setting default size and position
Windows
starting Softimage on
wireframe
display type
rendering
simplified subdivision
words
adding to lip sync animation
workgroup application data path [1], [2]
workgroups
about
creating
path priority
setting
using
workspace
X
XML
layout and view syntax
XSI explorer
about
locking
opening
updating
XSI_AUDIO_OPENAL_DEVICE
XSI_BINDIR
XSI_CACHE_ASCII
XSI_CPU
XSI_CPU_OPT
XSI_CURVER_HOME
XSI_CURVER_VERSION
XSI_CUSTOM_BUFFERED_IO
XSI_DISABLE_HIGH_QUALITY_VIEWPORT_PASSES
XSI_DSPRESETS
XSI_EMULATE_OPENGL
XSI_ENABLE_WINTAB_SUPPORT
XSI_EXT
XSI_FORCE_SHADER_RENESTING_DURING_LOAD
XSI_GTK_INIT_ON_STARTUP
XSI_HIGH_QUALITY_VIEWPORT_MAX_AO_SAMPLES
XSI_HIGH_QUALITY_VIEWPORT_MAX_DOF_SAMPLES
XSI_HIGH_QUALITY_VIEWPORT_MAX_REFLECT_SAMPLES
XSI_HIGH_QUALITY_VIEWPORT_MAX_SHADOW_SAMPLES
XSI_HOME
XSI_LOG_LOAD_TIME
XSI_LOG_LOAD_TIME_FILE
XSI_NO_DEFAULT_SHADERS
XSI_NO_VSYNC
XSI_NOSIGNAL_CATCHING
XSI_NOSTD_REDIRECT
XSI_OPERATOR_EVALUATION_TRACKING
XSI_PLAYER
XSI_PLUGINS
XSI_PRELOAD_DLLS_LIST
XSI_SHAVEINSTANCES
XSI_USERHOME
XSI_USERROOT [1], [2]
XSIA (asset description language)
xsikm files
XSIMIXER (animation mixer) files
xsiml (material library) files
xsipref files
xsiprojects files
XSISDK_ROOT
xsitb files
XY
planes
XYZ
axes
coordinates
XZ
planes
Y
yielding (quickstretch)
YZ
planes
Z
Z-depth
depth-mapped shadows
render pass
zero (anchor) keys in animation layers
zero parallax plane
displaying in views
setting for stereo camera rig
zero-order continuity
zeroing out joints (neutral poses)
zooming
cameras, zooming with
in a rotoscoped view
in animation mixer
in dopesheet
in fcurve editor
mouse wheel
on cursor
rectangular
speed, adjusting